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  TABLE OF CONTENTS 
  FOREWORD .................................................... 4 
  HALASTER'S GAME ........................................ 5 
  Roleplaying the Mad Mage ......................................... 5 
  Halaster's Goals: Redefined .................................... 6 
  Gags & Gimmicks ................................................... 7 
  Dungeon of the Mad Mage.......................................... 8 
  Theme Songs ........................................................... 8 
  This Week's Dungeon Profile ................................. 9 
  Transplanar Advertisements ................................. 10 
  Dungeon Overview ................................................... 12 
  Factions of Undermountain ................................... 13 
  Halaster's Gates ......................................................... 14 
  The Dungeon Fleshed Out ........................................ 18 
  Weave Addiction................................................... 18 
  Environmental Hazards ......................................... 18 
  Other Adventuring Parties .................................... 20 
  Character Creation .................................................... 22 
  Player Characters .................................................. 22 
  The Call to Adventure ........................................... 23 
  LEVEL I: THE DUNGEON LEVEL ................... 26 
  Areas of Note ............................................................ 28 
  Epilogue .................................................................... 32 
  LEVEL II: THE ARCANE CHAMBERS ............ 33 
  Areas of Note ............................................................ 34 
  Epilogue .................................................................... 39 
  LEVEL III: THE SARGAUTH LEVEL .............. 40 
  Areas of Note ............................................................ 41 
  Epilogue .................................................................... 46 
  SKULLPORT ................................................. 47 
  Areas of Note ............................................................ 49 
  Epilogue .................................................................... 56 
  LEVEL IV: THE TWISTED CAVERNS ............. 57 
  Areas of Note ............................................................ 58 
  Epilogue .................................................................... 63 
  LEVEL V: WYLLOWWOOD ........................... 64 
  Areas of Note ............................................................ 67 
  Epilogue .................................................................... 73 
   
  LEVEL VI: THE LOST LEVEL ........................ 74 
  Areas of Note ............................................................ 75 
  Epilogue .................................................................... 79 
  LEVEL VII: MADDGOTH'S CASTLE ............... 80 
  Areas of Note ............................................................ 83 
  Epilogue .................................................................... 90 
  LEVEL VIII: SLITHERSWAMP ....................... 91 
  Areas of Note ............................................................ 96 
  Epilogue .................................................................. 100 
  LEVEL IX: DWEOMERCORE ........................ 101 
  The High Wizard Tournament ................................ 104 
  I. The Arctic Egg ................................................ 106 
  II. The Sunken Depths ........................................ 107 
  III. Maze of the Spotless Mind ........................... 108 
  Areas of Note .......................................................... 110 
  Epilogue .................................................................. 117 
  LEVEL X: MUIRAL'S GAUNTLET ................ 118 
  Areas of Note .......................................................... 120 
  Epilogue .................................................................. 126 
  LEVEL XI: THE TROGLODYTE WARRENS ... 127 
  Areas of Note .......................................................... 128 
  Epilogue .................................................................. 131 
  LEVEL XII: THE MAZE LEVEL ................... 132 
  Areas of Note .......................................................... 135 
  Epilogue .................................................................. 139 
  LEVEL XIII: TROBRIAND'S GRAVEYARD .... 140 
  Areas of Note .......................................................... 142 
  Epilogue .................................................................. 148 
  LEVEL XIV: ARCTURIADOOM .................... 149 
  Areas of Note .......................................................... 151 
  Epilogue .................................................................. 156 
  LEVEL XV: THE OBSTACLE COURSE ......... 157 
  Areas of Note .......................................................... 159 
  Epilogue .................................................................. 167 
  LEVEL XVI: THE CRYSTAL LABYRINTH .... 168 
  Areas of Note .......................................................... 170 
  Epilogue .................................................................. 176 
  
   
  3 
  LEVEL XVII: SEADEEPS ............................ 177 
  Areas of Note .......................................................... 180 
  Epilogue .................................................................. 184 
  LEVEL XVIII: VANRAKDOOM ................... 185 
  Areas of Note .......................................................... 186 
  Epilogue .................................................................. 192 
  LEVEL XIX: CAVERNS OF OOZE ................ 193 
  Areas of Note .......................................................... 194 
  Epilogue .................................................................. 199 
  LEVEL XX: RUNESTONE CAVERNS ............ 200 
  Areas of Note .......................................................... 203 
  Epilogue .................................................................. 209 
  LEVEL XXI: THE TERMINUS LEVEL .......... 210 
  Areas of Note .......................................................... 215 
  Epilogue .................................................................. 219 
  LEVEL XXII: SHADOWDUSK HOLD ........... 220 
  Areas of Note .......................................................... 224 
  Epilogue .................................................................. 236 
  LEVEL XXIII: MAD WIZARD'S LAIR .......... 237 
  Optional Twists ....................................................... 242 
  Penultimate Encounters........................................... 243 
  The Elite Four ..................................................... 243 
  The Prismatic Gauntlet ........................................ 247 
  Tarrasquic Park ................................................... 249 
  Welcome to the Thunderdome ............................ 250 
  Ultimate Showdown ................................................ 251 
  Checkmate ........................................................... 252 
  Clash of the Titans .............................................. 253 
  Donkey Kong Redux ........................................... 255 
  Monty's Hall ........................................................ 256 
  Planar Hopscotching ........................................... 257 
  Snakes and Portals .............................................. 262 
  Third Times the Charm ....................................... 263 
  Time is a Wheel .................................................. 266 
  Areas of Note .......................................................... 267 
  Epilogue .................................................................. 276 
  APPENDIX A: MAGIC ITEMS ....................... 278 
  Table of Contents .................................................... 278 
  Magic Items by Level ............................................. 279 
  Magic Item Descriptions......................................... 281 
  APPENDIX B: BESTIARY ............................. 293 
  Table of Contents .................................................... 293 
  APPENDIX C: EFFECTS ............................... 400 
   
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  4 
  FOREWORD 
   
  ONE COMPANION TO RULE THEM ALL 
  Dungeon of the Mad Mage is a tough nut to crack. Even after 
  digesting its twenty-three chapters, you're left wanting and 
  wondering. What, exactly, is this campaign's story? What aims 
  are there beyond gold or glory or power—beyond just delving 
  into the deeps? 
  The Dungeon of the Mad Mage Companion seeks to flesh out 
  what would be an otherwise skeletal module. Through narration 
  blocks, variants, and actual narrative, the Companion should 
  make running DotMM easier for you and more satisfying for 
  your players. No adventure is perfect, but DotMM's lack of a 
  narrative is glaring—hence the Companion's founding reason.   
   
  THANK YOU 
  I'd like to take this moment to thank each and every person that 
  has supported this project—and, by extension, my writing. 
  Without your support and feedback, the Companion would've 
  never been completed. I began this project in November 2018, 
  assuming it would be complete within six months. God, how 
  wrong I was—it took over sixteen months.  
  My time writing the Companion was full of excitement and 
  pride—but also frustration and disappointment. As the months 
  went by, it became clear that I had bitten off more than I could 
  chew. Inevitably, the Companion felt like an anchor around my 
  neck; I wanted to work on other projects (and did, which only 
  contributed to dragging this out). I consistently felt like I was 
  letting people down, that I was failing to live up to my side of 
  the bargain. Every few weeks, or even a few days, I would get 
  a message from someone asking if I "intended to finish" the 
  Companion, or when the next chapter would be released. I 
  distinctly remember someone commenting on DotMM IX, "It 
  was an ambitious project…" when I still had yet to deliver the 
  next chapter. You can actually still read that comment on the 
  DMs Guild sales page right now. Well, who's laughing now, 
  Francisco? Who's laughin' now? 
  These emotions hounded me day and night. I would come up 
  with a new idea, or work on a short story, and think, "You still 
  need to finish the Companion." I could never escape these 
  reminders. Not while I was relaxing, not while I was working 
  out, not even between beers at the bar. Try as I might, I couldn't 
  shake this shadow. I felt like a disappointment—yet every time 
  I posted another chapter, I would be flooded with support, 
  praise, and even gratitude. I cannot even begin to explain how 
  vital this was; and because of this unfettered support—your 
  support—I was able to finish this behemoth of a project. Your 
  patience and kindness cannot be described by mere words, and 
  I will be eternally grateful for every person that supported me 
  on this long and fulfilling journey.  
   
  ABOUT THE AUTHOR 
  Wyatt Trull—that's me—is an American nerd avoiding all his 
  responsibilities by teaching English abroad. He's currently 
  languishing in the South Korean countryside. You can check 
  out more of his—my—work on his website (wyatttrull.com) or 
  his DMs Guild page, or his Twitter (@Wyatt_Trull).  
  USING THIS SUPPLEMENT 
  The Companion is quite formulaic; every chapter is designed to 
  be easily digestible, whether you're a veteran supporter or just 
  diving into it mid-campaign.  
  Shorthand. This supplement is massive. The abbreviations 
  below must be implemented to reduce the strain on your printer 
  or the scroll wheel of your poor, poor mouse: 
  DotMM refers to this module, Dungeon of the Mad Mage.  
  LX refers to a level of Undermountain (e.g. "L1"). 
  Appx refers to an Appendix of the Companion  
  HG refers to Halaster's Game chapter of the Companion  
  VGM refers to Volo's Guide to Monsters, the monsters of which 
  are featured in this guide.  
  MToF refers to Mordenkainen's Tome of Foes, the monsters of 
  which are featured in this guide. 
   
  STRUCTURE OF THE COMPANION 
  Each chapter of the Companion follows this structure: 
   
  PREAMBLE OR "RUNNING LEVEL X" 
  The Companion opens with notes on how to best run the level 
  and breaks down that level's theme or story, adding variants that 
  you can utilize for your campaign.  
  Halaster's Game. The Companion depicts the Mad Mage as 
  a deranged game show host whose program, Dungeon of the 
  Mad Mage, is broadcast across the multiverse. In specific 
  chapters, however, this also includes wide-reaching variants 
  that you can utilize to flesh out or improve that level.  
   
  AREAS OF NOTE 
  The Companion fleshes out areas of a particular level that need 
  it. Sometimes this is simply a narration block to read to your 
  players. Sometimes it includes tactics used by NPCs there or 
  additional loot. Often it includes tips to better run that area, even 
  if it alters DotMM.  
  Special Events. Many levels have special events written that 
  can occur in a multitude of areas. These serve as narrative 
  devices to shake things up. Use them at your own discretion.  
   
  EPILOGUE 
  The epilogue details any possible paths that might occur after 
  finishing a level, as well as reminding you of what level the 
  party should reach. 
  Send-Offs. Most chapters include narrations to read to your 
  players at the end of that level. "The Host's Send Off" refers to 
  the Companion's game show element.  
   
  APPENDICES 
  The Companion is devoted to maximizing your playtime and 
  minimizing interruptions at your table.  
  Appendix A provides the descriptions and locations of magic 
  items found throughout Undermountain.  
  Appendix B provides the statistics of all monsters featured 
  throughout Undermountain, except for CR 0 creatures.  
  Appendix C provides details for effects that occur multiple 
  times throughout Undermountain, such as a repeated trap or 
  hazard, like madness or extreme heat.  
   
   
  
   
  5 
  HALASTER'S GAME 
   
  The Companion is predicated on one simple, but wide-reaching 
  change to the module: that the adventurers are the unwitting 
  contestants of Halaster's hit, transplanar game show, Dungeon 
  of the Mad Mage. This theme paints Halaster as a deranged 
  game show host obsessed with ratings, performance, and, 
  ultimately, his murder at the hands of the adventurers on "live 
  TV." This variant is referred to as Halaster's Game and 
  provides frequent changes to the campaign.  
  This chapter focuses on Halaster himself, whether you use 
  this variant or not. You can use the tips provided here to better 
  portray the Mad Mage—who should be heavily featured during 
  the campaign, not left to collect dust in his tower.  
  Additionally, this chapter provides an overview of Under-
  mountain, as well as additional hazards and rules you can use 
  throughout the campaign.   
   
  ROLEPLAYING THE MAD MAGE 
  The Mad Mage himself is easily the greatest facet of this 
  adventure and providing him facetime is what will make 
  DotMM memorable for your players.  
  The Show Must Go On. In the Companion, Halaster is 
  rewritten as a deranged game show host whose program, 
  Dungeon of the Mad Mage, is apparently broadcast across the 
  multiverse. Every season, he selects an adventuring party as his 
  "contestants" and challenges them to delve deeper into 
  Undermountain. Those that can best the dungeon's horrors will 
  find gold, glory, and power—and perhaps even freedom from 
  his demented game.  
  Sarcastic Voyeur. Halaster can speak telepathically to just 
  about any creature in Undermountain, so long as he's aware of 
  their presence. He uses this power to irk the contestants and 
  other characters—or to speak directly to the "audience" of the 
  show. Often, he'll screw with the contestants by including them 
  in these messages, foreshadowing horrors to come or taunting 
  their failures. His cryptic or hilariously vague whispers are 
  equally insufferable and unhelpful to the party.  
  Impugnable Pride. Halaster views himself as something akin 
  to a deity, and as such, has reached a point of pride that 
  consumes many all-powerful beings. To sink down to a lesser 
  foe's level is an insult to Halaster's ego. So, while he could very 
  well crush enemies like the lich Ezzat, it's beneath him to try. 
  Like all other near-omnipotent beings, his is a game of cat-and-
  mouse. His minions, or the contestants of Dungeon of the Mad 
  Mage, are pawns to be moved across a chessboard.  
  Cursed Immortality. Many, even his apprentices, believe that 
  Halaster's madness is owed to the Knot in the Weave, to 
  Undermountain. The truth is far more tragic: the Mad Mage 
  cannot ever die—and he knows it. The ecstasy he felt after his 
  first rebirth is now just a bitter memory, a seed that has born 
  strange fruit. This grim reality, of weathering all eternity, 
  shattered Halaster's mind—and in the ruins of his sanity he has 
  found comfort in madness.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  INTRODUCING THE MAD MAGE 
  The adventurers' first run-in with the Mad Mage sets the tone 
  for the entire campaign. You can't simply hurl him at the party. 
  Instead, allow the upper reaches of Undermountain, namely L1, 
  to demonstrate the cruelty and insanity of its host.  
  Neither do you just want to announce that the adventurers are 
  contestants in some crazed game; Halaster doesn't just appear 
  and lay out the rules or declare them as his unfortunate play-
  things. They merely learn that they already are and the question 
  of "Why us?" should forever haunt them.  
  The unknown is truly the scariest thing for the human mind 
  to comprehend; therefore, you don't want to overdo it with 
  Halaster's appearances. Foreshadowing, such as his booming 
  laughter or his arcane eye, serve aplenty. For L1, you ought to 
  do your best to steer your players towards A27, the Hidden 
  Demiplane. This should serve as your player's first encounter 
  with the Mad Mage. This encounter is the most important one 
  for the first several levels of Undermountain.  
   
  HALASTER'S ATTACHMENTS 
  No matter how deranged Halaster has grown, he's still a person. 
  He still has a heart—and it beats for a select few. Demonstrate 
  Halaster's tattered humanity through these individuals. Nothing 
  wounds him more than being scorned by someone he trusts and 
  loves; such a wound never heals, never scabs over, but just 
  bleeds and bleeds.  
  Tasselgryn Velldarn. Skullport's senior mage is often visited 
  by Halaster—for tea, of all things. Of all his attachments, "Tas" 
  is the only one he does not want to show his true colors to. Her 
  opinion alone can wound the Mad Mage. Criminals, hooligans, 
  and adventurers risk their own doom by threatening her. When 
  together, the two act like an old married couple. See Skullport, 
  Area 27 for details on Tas.   
  Wyllow. Halaster has quite the complicated history with the 
  archdruid of L5. Some part friend and some part daughter, the 
  Mad Mage cherishes her. He cannot imagine a future without 
  her in his dungeon—and so he'll never let her go. For her part, 
  Wyllow is conflicted; given all he's done for her and to her, she 
  can't simply hate Halaster. Undermountain is both her home and 
  her prison—just as it is for him.  
   
   
  
   
  6 
  Apprentices. Somehow, Halaster still has a fondness for the 
  Seven, even if only out of nostalgia. Together, they're all one 
  big, miserable, dysfunctional family unable to part ways. 
  Although they appear quite infrequently, consider the following 
  details about the surviving Seven and their relationships with 
  their master: 
  • Older Undermountain modules implied that Arcturia was in 
  love with Halaster. This love, however, is unrequited—and 
  that truth has cut her deep.   
  • Older Undermountain modules implied that Trobriand sought 
  to overthrow Halaster. In L23, the Companion paints him as 
  a would-be usurper perpetually denied his moment to strike. 
  Additionally, it adds that he (unrequitedly) loves Arcturia; 
  knowing the feelings she harbors for him fans the flames of 
  his own treachery and resentment.  
  • Marambra Nyghtsteel was, per statements by the authors of 
  DotMM, purposely left out of the module so that the DM can 
  use her as he sees fit. The Companion includes her on L23.  
  • Nester, who failed to achieve lichdom, teaches necromancy on 
  L9. In DotMM he exists as a failed lich; the Companion 
  instead turns him into a boneclaw (see MToF) that must now 
  serve Halaster. Until the Mad Mage is dead (no small feat, 
  that), Nester cannot die, nor disobey. Despite his chains, 
  Nester harbors no resentment to his master. He has since 
  found much sadistic joy in torturing Dweomercore students.  
  • Muiral blames his disfigurement—hell, his whole mess of a 
  life—on Halaster. He not only detests the Mad Mage but is 
  terrified of him. Years of isolation have done little for his 
  already frayed sanity, and Muiral has since equated Halaster 
  to a boogeyman. The kicker? Muiral considers his self-
  disfigurement a necessary measure to thwart his master's 
  "influence" over his will.  
  • Ultimately, Jhesiyra Kestellharp is the one ghost that keeps 
  Halaster up at night. The one question that hounds him as he 
  works. Her disappearance cut him to his very core—for the 
  Mad Mage has abandonment issues like no other. He scorns 
  her as a deserter, a treacherous daughter. Truly, he's afraid of 
  her and the entire situation.   
   
  The Contestants. Despite plunging them into this horrid 
  game, Halaster cherishes few others more than his beloved 
  contestants. For them, he'll move the moon—or send it crashing 
  down upon their heads. His idea of challenge is akin to a god 
  pressing their thumb upon the world—walking the fine line 
  between adversity and Armageddon. Should they ever 
  complain about the hardships he visits upon them, he insists it's 
  all to help them realize their "true potential." 
   
  HALASTER'S GOALS: REDEFINED 
  When running DotMM with Halaster's Game, these goals take 
  precedence over what is written in DotMM's overview chapter. 
  All are active, no matter how deranged Halaster might currently 
  be, and are prioritized in the following order: 
   
  1. RATINGS, RATINGS, RATINGS 
  Halaster's foremost goal is to achieve the highest ratings for 
  Dungeon of the Mad Mage. Every season (each featuring 
  another adventuring party) is an opportunity for him to hone his 
  craft. He does whatever is necessary to make a perfect season, 
  short of performing a deus ex machina to save the contestants.  
  Contestants would be shocked to learn that Halaster is 
  actually rooting for them. Every season has ended in bitter 
  disappointment and he needs a win. While he won't spare the 
  adventurers, he does not go out of his way to destroy them—
  not until they finally arrive to his lair on L23.  
   
  2. ONE WHO IS WORTHY 
  So seldom has a pupil impressed Halaster that he's always 
  searching for the next—one who might even carry the mantle 
  of "Mad Mage" one day. None of his current apprentices 
  suffice, nor do any of the students of Dweomercore. No, 
  Halaster's ideal apprentice is a contestant of Dungeon of the 
  Mad Mage, one who bests him in combat.  
  Halaster prefers wizards as apprentices but will settle for (in 
  this order) sorcerers, bards, and finally warlocks (whom he calls 
  "cheaters"). So long as they can perform arcane magic and have 
  a sufficient supply of "moxy," Halaster will welcome them the 
  same way he welcomed all his other apprentices: by putting 
  them through a crucible.  
  Ideally, this candidate will prove their worth by besting his 
  current apprentices (including the reluctant candidate Drivvin 
  Freth of L12), as well as the students in Dweomercore.  
   
  3. EZZAT'S DESTRUCTION 
  As described in DotMM, Ezzat the lich has earned Halaster's 
  ire. To battle the lich himself would mean lowering himself to 
  the undead's level, and so the Mad Mage directs adventurers to 
  destroy Ezzat. See L20. 
   
  4. WATERDEEP'S FALL 
  As written in DotMM, Halaster has entertained the idea of 
  installing the Shadowdusks of L22 as puppets in control of 
  Waterdeep—if only for the exercise of growing his influence or 
  filming new game shows.  
   
  5. DEATH TO THE DROW 
  The Mad Mage can tolerate a great many of things and admires 
  many more: desperation, tenacity, stubbornness in the face of 
  adversity. What he cannot abide, however, is pride—and the 
  drow houses Auvryndar and Freth are chock-full of it. His 
  irritation has soured into loathing, and he views them as 
  parasites encroaching upon his domain.  
  Halaster would like nothing more than to see them felled by 
  the lowest, meekest, most humble of creatures possible. Thus, 
  it makes a fitting challenge to the contestants of Dungeon of the 
  Mad Mage.  
   
  6. PEACE (NEVER) IN OUR TIME 
  The githyanki crusade against the mind flayer colony of 
  Seadeeps is an amusing debacle for Halaster. He often films the 
  conflict, hoping to either make a spin-off to Dungeon of the 
  Mad Mage or a documentary. However, he fears the conflict 
  spiraling out of control and ending too soon. He'd rather keep 
  the conflict alive for years to come so as to have more material.  
   
  7. A GLIMMER OF JHESIYRA 
  The fate of Jhesiyra still hounds Halaster, who considers her 
  disappearance as the blackest of betrayals. The Companion 
  leaves Jhesiyra's involvement in the campaign up to the DM. 
  See L23 for details on how to include her in the campaign's final 
  chapter.    
   
   
   
  
   
  7 
  GAGS & GIMMICKS 
  Halaster's abilities are bound only by your imagination. You 
  have carte blanche, so long as you do not use that to outright 
  slaughter the adventurers. He is conveniently omniscient and 
  nearly omnipotent. He is always surveilling—"filming" as he 
  calls it—the adventurers in the form of arcane eye and scrying 
  spells. Truly, he is the dungeon master of Undermountain. 
  Spell List. Halaster's list of prepared spells are of no concern 
  to you. With eons of study, he knows literally every wizard 
  spell. Don't be bogged down by what's in his statblock—until, 
  of course, he and the adventurers are embroiled in a true fight, 
  such as in the ultimate chapter of DotMM.   
   
  DROPPING MONSTERS 
  Halaster can literally drop monsters on the party's heads. If he 
  feels they're too smug, he can drop an ooze or teleport in a 
  rampaging minotaur—or perhaps an angry flock of rabid geese. 
  This method is great for interrupting any long rests the party 
  might want to take in areas they shouldn't.  
  Whenever you decide to drop monsters on the party, an 
  illusion of Halaster appears nearby and rolls a twenty-sided die. 
  On a roll of 18 or above, this fickle torturer teleports a monster 
  in. Roll a d10 to determine the monsters, consulting the Monster 
  Drops chart. All creatures are low CR, as these encounters are 
  meant only to vex the party.  Don't overuse this gag. Not only 
  will it grow tiresome for your players and slow down your 
  game, but it will increase the module's difficulty. 
  The following encounters require more detail: 
  Howl of the "Werewolf." Halaster teleports in an unfortunate 
  commoner (with 20 hit points) under the effects of numerous 
  spells. An illusion spell paints him as a werewolf and a lifelike 
  howl is unleashed when he appears. A spell of mirror image 
  suggests that there's actually four beasts. For added theatrics, a 
  fog cloud is unleashed as well. The commoner is gagged; every 
  movement is twisted by magic to make it seem as if the "were-
  wolf" is attacking the party. Discerning the illusion requires a 
  successful DC 22 Intelligence (Investigation) check.  
  Minotaur Charge. Halaster casts passwall on a nearby wall, 
  opening a passage. He then teleports in a minotaur. 
  The Phase Web. A rift opens up, spitting out a web at a point 
  of Halaster's choice within 20 ft. Each creature in a 10-foot-
  radius sphere centered on that point must make a DC 12 
  Dexterity saving throw or become restrained (escape DC 12, 
  made as an action). A phase spider clambers out of the rift and 
  attacks its new prey. 
  Rat-Tat-Tat. Suddenly, a grease spell is cast upon a 10-foot-
  area occupied by an adventurer. A rift then opens up above their 
  heads, dropping 1d4+2 swarms of rats.  
  Thinking with Portals. Halaster opens up a rift from which a 
  creature makes an attack. The creature remains in the rift, only 
  using its claws, fangs, or other appendages to attack. If it 
  retreats 10 feet, the rift snaps close; if the creature grapples a 
  character and the victim is pulled into the rift, the character 
  appears in an environment typical of that creature (such as a 
  marsh for a crocodile). The rift then snaps closed behind them. 
  If the creature is slain, the character is shunted back to 
  Undermountain. Roll a d100 to determine the creature: 
   
  MONSTER DROPS 
  d10 Encounter 
  1 
  Rat-Tat-Tat 
  2 
  1 psychic gray ooze hidden in gray mud 
  3 
  Minotaur Charge 
  4 
  1d4+1 smoke mephits 
  5 
  1 ravenous owlbear preferably during lunch 
  6 
  The Phase Web 
  7 
  1d4 rust monsters 
  8 
  Howl of the "Werewolf" 
  9 
  1 blood hawk with blur cast upon it 
  10 
  Thinking With Portals  
   
  1-20. Saltwater crashes out of the rift, dousing any lit torches. 
  A hunter shark lunges from the rift. If the shark takes 10 
  points of damage in one turn, it falls out of the rift and into 
  Undermountain and begins to suffocate. The rift then closes.  
  21-40. A crocodile lunges from a marshland rift.  
  41-50. The chamber is flooded with salt water while a giant 
  octopus gropes at characters from beneath the Sea of Swords. 
  51-60. Mud and detritus explode from a rift in front of a 
  character. The character must make a DC 14 Dexterity saving 
  throw or be blinded until the start of its next turn. A giant 
  toad tries to swallow the character. 
  61-70. The rift is hidden behind an illusory wall or other object 
  until a creature enters within 10 feet, after which 2d4+1 apes 
  hurl rocks (Rock attack) at the character. The illusion then 
  shatters, revealing a floating rift with several simians 10 feet 
  away from the rift on their side. The apes flee to their rift.  
  71-80. The rift opens upon a confused red dragon wyrmling's 
  lair. It unleashes a Fire Breath attack before the rift snaps 
  shut. At your discretion, this lair is Stardock, L16.   
  81-95. The rift drops a sack seemingly bulging with coins and 
  gemstones. The sack is actually a mimic. 
  96-100. A rift containing a roper forms 20 feet away from a 
  character; the roper is 30 feet deep into the rift. It attempts to 
  reel into the rift.  
   
  THE POINTS GAME 
  Halaster—that sadistic son of a bitch—has a penchant for 
  violence and sick hilarity. He also has a near limitless supply 
  of… well, supplies. Thus, he's invented the Points Game.  
  Whenever one of the adventurers does something that pleases 
  or displeases Halaster, he awards or subtracts an arbitrary 
  number of points—which he informs the character of through 
  telepathy. These points, he assures the adventurers, can be 
  redeemed for both magical and mundane items, or spells cast 
  upon the character or the area around them. 
  Rewarded Actions. The following antics are oft rewarded by 
  Halaster: 
  • Correctly answering a question telepathically posed by him or 
  solving the riddle to one of his gates 
  • Humiliating, betraying, or hurting a dear ally 
  • Scoring a critical hit against a creature Halaster's indifferent 
  towards or detests 
  • Feats of daring, including defying death such as by succeeding 
  on a Death saving throw 
  • Puns or other witty jokes 
  • Pulling off a cunning plan or tactic 
   
   
   
  
   
  8 
  Punished Actions. These antics, and the like, displease the 
  Mad Mage: 
  • Interrupting someone's monologue  
  • Littering in Undermountain 
  • Sparing a foe of Halaster's 
   
  Rewards. The value of an act is completely arbitrary, but the 
  prices for prizes are fixed. The price in points of a nonmagical 
  item is equal to its cost in gp. When it comes to magical items, 
  the price is determined by rarity: 250 for a Common item, and 
  500 for Uncommon. Halaster refuses to award anything rarer 
  than that. Any magic item he awards that has charges on it is 
  destroyed upon reaching 0 charges. If a magic item doesn't 
  normally have charges, assume it has 1-3 and is confiscated by 
  Halaster after its use. 
  Likewise, wizard spells of up to 2nd-level can be redeemed 
  like knock or enlarge/reduce. 1st-level spells cost 300 points, 
  and 2nd-level spells 500. This is often delivered in the form of 
  a spell scroll.  
   
  REGIONAL EFFECTS 
  The following have been added to Halaster's Regional Effects: 
  Sentient Illusion. The Mad Mage sends a copy of himself, 
  but not a simulacrum per se, to interact with the party. He can 
  see and speak through this illusion or momentarily gift it 
  enough autonomy and wit to speak with the adventurers while 
  Halaster is busy with other work. The Mad Mage knows 
  everything the illusion says, hears, sees, and does. 
  Bored Simulacrum. Halaster's madness manifests in a 
  simulacrum (created as if by the simulacrum spell) which can 
  harass the adventurers in nonlethal ways, such as casting wall 
  of stone or hallucinatory terrain in their vicinity. The Mad 
  Mage rarely becomes aware of a simulacrum but destroys it 
  when he does, fearing that it might one day rival him.  
  Disembodied Narrator. Whenever you want to speak to your 
  players through Halaster ("That went well" or "Are you sure?") 
  you can have the Mad Mage telepathically communicate to the 
  party without blowing their cover or revealing their presence to 
  other creatures nearby.  
  Chaotic Combatant. Halaster can randomly show up during 
  combat and use his magic for hilariously, horrifying results—
  petrifying a goblin, or wrenching and animating the skeleton 
  from a slain bugbear (thus, adding a skeleton to the encounter). 
  So powerful is the Mad Mage that he has no initiative and no 
  spells to be bound by—he's bound only by your imagination.  
  The Impenetrable Dark. A favorite antic of Halaster's is to 
  curse a character with darkvision to a life without it. A spell of 
  remove curse can restore a character's darkvision, otherwise it 
  returns whenever Halaster has grown tired of his prank. 
  Alternatively, he can magically cause darkvision to fail in a 
  100-foot-cubic area of his choosing.  
  Sudden Conjurations. Halaster shunts the contestants into a 
  demiplane stocked with whatever challenges or horrors he has 
  in mind or teleports them elsewhere. If you want to insert a one-
  shot, especially any of the adventures written for DotMM by 
  other authors, this is an ideal method to introducing it.  
  Shadow Assassin. Halaster targets a creature, subjecting it to 
  a DC 16 Charisma saving throw. On a failure, its shadow 
  animates into a shadow or shadow assassin, which attacks its 
  owner. If destroyed, the owner regains its shadow. 
   
   
   
  DUNGEON OF THE MAD MAGE 
  The following sections apply directly to Halaster's game show, 
  Dungeon of the Mad Mage, which is, apparently, watched by 
  countless viewers across the multiverse, if you'd believe 
  Halaster. These aspects apply regardless of the level of 
  Undermountain the adventurers are currently on. 
  Halaster's rules for the game are brutally simple, which he 
  can explain as early as L1, if the adventurers find Area 27, the 
  Hidden Demiplane. Otherwise, he can appear at your discretion 
  starting on Level 2 or later.  
  Excursions. Halaster promises the adventurers that, should 
  they leave Undermountain for more than a week, he will 
  forcefully teleport them back to L1.  
  Losing. The only way to lose Halaster's game is to die—and 
  if all party members, original or otherwise, eat it, then a new 
  season of Dungeon of the Mad Mage will follow—perhaps 
  years or even decades later.  
  Winning. Halaster leaves the winning condition intentionally 
  vague, leading the adventurers to believe they just have to reach 
  his lair on the twenty-third level of Undermountain. When they 
  get there, however, it becomes clear that freedom can only be 
  won by killing the Mad Mage—for Halaster tells them that 
  "next season, I'll make it harder for you." 
  The Prize. Halaster promises the contestants a wish spell. 
  This bargain is kept even after the adventurers realize they must 
  kill Halaster. When reduced to 0 hit points, Halaster halts time. 
  His wounds temporarily staunched, the Mad Mage honors his 
  promise, hears the contestants' desire, and casts wish once.   
  Forever and Ever. Even if the adventurers slay Halaster, the 
  Mad Mage cannot truly die. When he reforms 1d10 days later, 
  he may set plans in motion to conjure the adventurers back into 
  Undermountain. See the Third Times the Charm ultimate show-
  down encounter on L23, as well as Optional Twists for details. 
   
  THEME SONGS 
  No show is complete without a catchy theme song, and 
  Dungeon of the Mad Mage is no different. Several suggestions 
  are outlined below. 
  You don't want to play the theme song at the very start of your 
  campaign. Your players should explore much of L1 without 
  knowing they're the newest contestants in Halaster's game. 
  Only use it when they finish Level 1 and begin their descent to 
  L2, adding it in the Send-Off described at the end of Chapter 1 
  of the Companion.  
  Afterwards, it's suggested you play your theme song in the 
  following scenarios: 
  Opening Credits. Kick off your gaming session with your 
  preferred theme song, preferably mixing in a recap of what 
  happened last session. 
  The Mage Looms. Whenever he's nearby, "filming" them or 
  just engaging in his patented tomfoolery, you can play a bit 
  of the music. It's guaranteed to put your players on edge.  
  End Credits. Cap off your session by playing the theme song, 
  preferably while narrating the epilogue Send-Offs included 
  in each chapter of the Companion.  
   
   
  
   
  9 
  DUNGEON PROFILES 
  d10 Character 
  d10 Character 
  1 Arcturia 
  6 Player Character 
  2 Trobriand 
  7 Ezzat 
  3 Vanrak Moonstar 
  8 Muiral 
  4 Vlonwelv Auvryndar 
  9 Jhesiyra Kestellharp 
  5 Tasselgryn Velldarn 
  10 Sundeth  
   
  THIS WEEK'S DUNGEON PROFILE 
  Whenever you take a break or return from one at your table, you 
  can sneak in a "Dungeon Profile" to foreshadow or shed light 
  on a major character of DotMM. Each profile comes with a 
  narration for you to read to your players, giving them an idea of 
  what they face. However, many characters, or details thereof, 
  have been omitted so as to not ruin the suspense or spoil a 
  secret, such as the aboleth Illuun (see L4) or the Shadowdusk 
  family (L22).  
  All profiles are written by Halaster but voiced by a posh and 
  professional man—although this is just secretly Halaster with a 
  spell upon him to change his voice. As it becomes apparent in 
  some profiles, Halaster lies, twists the truth, or lets his bias and 
  temper get the better of him.  
  Roll a d10 to determine this week's profile and announce, 
  "And now, this week's dungeon profile!"  
   
  ARCTURIA 
  A vision visits your mind, showing a stunning woman 
  with gossamer wings and bone spurs jutting from her 
  forearms. Azure scales line her flesh and she wears a 
  gown of cream and gold. Something about her seems… 
  less than alive.  
  "Arcturia," booms a voice, "arguably the most powerful 
  of the Mad Mage's original seven apprentices. Eons have 
  passed and death has yet to claim Arcturia. Lichdom has 
  been her reward, and through intensive transmutations, 
  she has reversed her deterioration into a corpse. Vanity 
  and whimsey have always been her vices and not even 
  undeath could deprive her of that beauty and wonder." 
  You hear music. A harp. This Arcturia woman, this 
  blue-scaled butterfly of a woman, dances lithely while 
  animal-headed servants watch. That's right. Servants with 
  the bodies of men but the heads of beasts: a moth, a dingo, 
  a stork, and much, much worse. When will this vision 
  end? you wonder.  
  One of the original Seven and now a lich, Arcturia has altered 
  her form so much she hardly appears human, let alone undead. 
  See Level 14 & 23.  
   
  EZZAT 
  You see the image of a hooded skeleton whose eyes brim 
  with blue fire. In his bony hand is a locked tome. 
  "Damned Ezzat," a voice whispers, "A blight upon this 
  mountain, this world. The impotent gods dare not strike 
  him down, but a hero might come to turn this lich to ash."   
  Ezzat, a lich, has been a thorn in Halaster's side for ages—but 
  it's beneath him to face Ezzat himself. See Level 20 & Halaster's 
  Goals for more details. 
  HALASTER'S TOP 10 
  Rank Artist & Song 
  1 
  Apocalyptica's Hall of the Mountain King 
  2 
  Blues Saraceno's Run On For a Long Time 
  3 
  Ennio Morricone's Rabbia E Tarantella 
  4 
  The Cosby Show's theme song. 
  5 
  Blondie's One Way or Another 
  6 
  Benny Goodman's Sing, Sing, Sing 
  7 
  DJ Day's Four Hills 
  8 
  Seatbelt's Tank! (Cowboy Bebop theme) 
  9 
  Ousiodes' Arcadia 
  10 
  Gary Jules' Mad World 
   
  1. Best described as sinister yet whimsical 
  2. Imagined as the adventurers constantly fleeing Halaster's 
  wrath or monsters 
  3. Tense and explosive 
  4. Nonsensical, upbeat, whimsical  
  5. Really epitomizes their relationship with Halaster, doesn't it? 
  6. Jazz with a hint of cynicism 
  7. Provides a well-needed warning: never, never die  
  8. High tense jazz, perfect montage music 
  9. A melodic power metal song, if your players are into that  
  10. Paints Undermountain as a place of perpetual sorrow, its 
  residents unable to escape the Mad Mage's antics 
   
  JHESIYRA KESTELLHARP 
  Music floats into your mind: a sorrowful score performed 
  on piano. Darkness clouds your vision before giving way 
  to a portrait of a plain woman dressed in yellow-and-blue 
  robes. Her face betrays the subtlest hint of a smile. 
  "Oh, Jhesiyra," a voice murmurs. "Where could you 
  have gone, my precious pupil, Jhesiyra? Why would you 
  forsake us? Me? Why? Why? Answer! Answer me!" 
  Your world trembles as the voice twists with spite and 
  rage. "Then go! Go, wench! Begone, treacherous cur!" 
  The rasp of steel against a scabbard rings through you. 
  A blade comes crashing down on the portrait of Jhesiyra. 
  Your very blood! It sings! It rages! You fall to your knees, 
  hands clasped about your eyes as the darkness takes you 
  away from this scene of betrayal and heartbreak.  
  Jhesiyra abandoned her mortal form long ago but still haunts 
  Undermountain, hoping to seize it from her former master, the 
  Mad Mage himself. To this day, Halaster wonders where she 
  went—and his heart burns with scorn at the implication that he 
  could be forsaken by an apprentice. See "Undermountain 
  Secrets" in the Undermountain Overview of DotMM. 
   
  MUIRAL 
  An image plays across your mind: an abomination with 
  the torso of a man and the body of a scorpion wields a 
  gleaming greatsword in its grip.  
  "Muiral the Misshapen," booms a voice within your 
  skull. "Bodyguard and later apprentice to the Mad Mage. 
  His descent to madness ended in this grotesque form. His 
  Gauntlet in the bowels of Undermountain have claimed 
  many a soul—and his magics many a body as undead. 
  And now the drow are at his door, carving away his 
  kingdom piece by piece. Oh, poor, poor Muiral. 
  Godforsaken fool. Tragedy is his to wallow in." 
  
   
  10 
  This monstrosity haunts L10—appropriately named Muiral's 
  Gauntlet. See L10 for more details & App. B for his statistics. 
   
  PLAYER CHARACTERS  
  These profiles are scathingly written by the Mad Mage, 
  who has already dug up the character's most embarrassing 
  or darkest secrets through divination magic. The point is 
  to taunt, mock, and enrage the character. Tailor them to 
  your players, drawing on their backstory, especially their 
  past mistakes or deepest regrets.  
   
  SUNDETH 
  The visage of a half-ogre astride a wyvern blazes across 
  your minds. Over a subterranean harbor they fly while a 
  voice booms, "Sundeth, the tyrant of Skullport. The 
  Xanathar Guild has ordained his reign and all the Port of 
  Shadow cries out for freedom! Will none stand boldly 
  against this crimson king?" 
  The half-ogre champion rules over the Port of Shadows from 
  the fortress of Skull Island. While he has little bearing on the 
  campaign, the adventurers may seek to topple Sundeth's reign, 
  especially if they're motivated by the Harper and Zhentarim 
  agents in Skullport.  
   
  TASSELGRYN VELLDARN 
  The image of a wizened old crone sipping tea in a shop 
  stuffed with scrolls, tomes, and other minutiae consumes 
  your mind. A voice narrates, "Tasselgryn Velldarn, 
  Skullport's most respected magus. Those in need of a spell 
  scroll or a message sent back to the surface will be fond 
  customers of her services. 
  "Magus Velldarn also offers teleportation back to the 
  surface. Go on, go solicit her services. Watch how far you 
  can get away, my dearest contestants—see how far you 
  can run before I wring your gods-damned brittle, little 
  necks—" 
  The narrator coughs embarrassingly and continues, in a 
  soberer voice, "Ahem. Customers should seek out Magus 
  Velldarn's services at The Poisoned Quill of Skullport." 
  This archmage is a dear friend of Halaster's. Her shop, The 
  Poisoned Quill, specializes in spell scrolls and sending spells. 
  She can also teleport customers to Waterdeep for 50 gp a head. 
  See the Skullport chapter for more details.  
   
  TROBRIAND 
  The image of an iron golem fitted with a steel skull flits 
  across your mind. Its movements are too human-like to be 
  written off as a construct.  
  "Trobriand: always the tinker of the Mad Mage's 
  apprentices," a voice narrates. "Since his youth he has 
  sought to combine metallurgy with magic, to escape the 
  mortal coil, to create perfection. Undermountain is 
  haunted by his inventions, by mad machines desperate for 
  any outlet to their torment. 
  "Trobriand is no different than the worst of his 
  creations. Detesting the frailty of flesh, the Metal Mage 
  forsook his godly-given form for the strength and 
  incorrigibility of steel—but at what cost to his sanity?"  
  The so-called Metal Mage comes in the form of an iron golem 
  with spellcasting, and is one of Halaster's original seven 
  apprentices. His fascination with metallurgy prompted him to 
  transfer his spirit into a golem. See L13 & L23 for more details.  
   
  VANRAK MOONSTAR 
  Your mind reels, swims—you behold a stately portrait of 
  a handsome lord. The brass plaque reads VANRAK 
  MOONSTAR. The nobleman bears a coy smile… but the 
  air swims with miasma and the portrait begins to age. The 
  smirk hardens into a scowl as the bags grow beneath 
  Vanrak's eyes. Laugh lines twist into crow's feet. 
  "May we all remember the dark fate of Lord Vanrak 
  Moonstar," a voice booms. "Reluctant patriarch of House 
  Moonstar and apostate of the goddess Selûne. Her scorn 
  brought ruin to his household and for that he turned to 
  Shar, the Lady of Loss. Hounded by his critics and 
  persecuted by his siblings, Lord Vanrak led his followers 
  to the safety of Undermountain where they would be 
  warm in Shar's shadow. May Vanrak rest in peace, his 
  legacy continued by the most devout of his followers 
  centuries later." 
  Vanrak has long since died—to his own hand, no less—but the 
  evil he begat grows bolder by the day. See Vanrakdoom on 
  Level 18 for more details.  
   
  VLONWELV AUVRYNDAR 
  Perfume wafts up your nostrils and caresses the tender 
  flesh behind your eyes. Are… you having a stroke? 
  "And this week's dungeon profile is," a voice narrates, 
  "Vlonwelv Auvryndar, drow priestess of the demon 
  goddess Lolth." 
  The image of a stunning dark elf whose eyes radiate 
  hate fills your mind. Her eyes lock with yours as that 
  voice continues, "Ambition drives Vlonwelv just like 
  other noblewomen of drow society. Yet what she could 
  not achieve in the Underdark, she aims to seize here in 
  Undermountain. Greedy temptress! Ravenous, fair-haired 
  conqueror! Might she meet her red end soon, for from 
  Muiral's Gauntlet in the bowels of Undermountain her 
  forces march to take that which never belonged to them." 
  Vlonwelv, a drow priestess of Lolth, commands House 
  Auvryndar from her stronghold on Level 10. The adventurers 
  are on a collision course with her children starting with Level 3 
  of the dungeon. See Level 10 for more details on Vlonwelv.  
   
  TRANSPLANAR ADVERTISEMENTS 
  Whenever you take a break at your tabletop, you can spice 
  things up with any of the following advertisements. Roll 
  a d100 and consult the table on the following page.  
  1-50. These begin with, "This episode of Dungeon of 
  the Mad Mage is brought to you by…"  
  51-100. These begin with, "And now a word from our 
  sponsors." 
   
   
   
  
   
  11 
  TRANSPLANAR ADVERTISEMENTS 
  d100 "This episode is brought to you by…" 
  d100 "And now, a word from our sponsors:" 
  1-2 "Mimics—they're everywhere!" 
  51-52 "Close your eyes. Now open one. Drink Diet Cyclopsi." 
  3-4 "the Letter P and the Number 2." 
  53-54 "The Dragon Queen shall rise again. Hail Tiamat!" 
  5-6 "Paethier's Pipeweed: Keep blazing, stay amazing!" 
  55-56 "The druidess of Wyllowwood warns all: harm not lest ye be harmed." 
  7-8 "Hadar, arm of the Void: Phlanuf-bakh-atar!" 
  57-58 "Xanathar sends its regards." 
  9-10 "the Knights Who Say Nee: Nee." 
  59-60 "The Eye of Vecna has been stolen. Trust none. Pray to your gods." 
  11-12 
  "Texas Beholdem, the multiverse's premiere poker tournament. 
  Tickets are available now! Come for the cards, stay for the eye 
  rays! Live audiences are subject to disintegration rays." 
  61-62 
  "Tomorrow night on Enter the Arena: Githyanki gish Elirdain squares 
  off against the Sycophant of Ooze. Check out this stunning display of 
  glory, guts, gore and more on Enter the Arena!" 
  13-14 "the Yawning Portal: Stop on by and have a brew as fools galore 
  dip themselves into the horrors of Undermountain."  
  63-64 "The Future Caretakers of Everything would like to remind you: plant 
  a tree for once, you gods-damned fools!" 
  15-16 
  "the good folks at Garret Stone. Whenever I need good masonry 
  done, I abduct those dwarves myself. Devoted little fools. They'll 
  tunnel themselves to freedom in no time!" 
  65-66 
  "The Legion of Azrok needs you! The banners wave, and the trumpets 
  call! Serve a cause greater than yourself and pledge your fealty to 
  Warlord Azrok in the Ruins of Stromkuhldur!" 
  17-18 
  "the Ghaunadaur ooze-clerics of Undermountain: fhinala-pekta-
  een-een-pa-pha! Paaa-pha! The Church of Ghaunadaur is not 
  responsible for any caustic burns, mutations, or reduction to jelly 
  matter that will definitely occur during or after baptism." 
  67-68 
  "Have you been victim to food poisoning or spontaneous combustion 
  from a popular interplanar burger chain? Call us at Miller and 
  Dreadnought for a free consultation. You have rights! Leverage them 
  against the Fast Food Titans and make your voice heard!" 
  19-20 
  "Handers, the world's finest personal assistant! With a ring of mage 
  hand, you too can be diligently catered to by your own spectral 
  servant! Handers can do everything: light a candle, unlock your 
  door, cook your dinner, secretly transpose your most intimate 
  conversations, and even play the harp! Order now!"  
  69-70 
  "Lawsuits alleging Wolfburger Lord seeds its cuisine with subpar 
  ingredients or evocation spells are simply unfounded—and to 
  celebrate the settlement, Wolfburger is offering a 2-for-the-price of-1 
  deal, so come on in and enjoy a Wolfburger Deluxe at half the cost! 
  Limited time offer only, maximum one party per transaction." 
  21-22 
  "the archdevil Baalzebub: Do your past failures yet haunt you? Do 
  you hunger for your lost status? Do you crave redemption? Seek 
  out your local cult liaison now! The past needs not be the future!" 
  71-72 
  "Dweomercore is accepting applications from all wizards and magi. 
  If you have what it takes to study at Toril's most premiere subterranean 
  university, then, well, what are you waiting for?"  
  23-24 
  "The archangels of Celestia: 'We would like to thank all the those 
  currently devoted to destroying evil everywhere. Remember, your 
  excruciatingly painful death at the hands of evil will be worth the 
  endless joys you will experience in Celestia.'" 
  73-74 
  "Need to get away for a bit? Need some excitement in your life? 
  Ragetide Cruises are offering a sweepstakes give-away for a limited 
  time only! Sign up and win your free cruise across the flaming seas of 
  the Plane of Fire now! Treat yourself!" 
  25-26 
  "The Coalition of Material Planar Astronomers would like to warn 
  you of the supermassive black hole developing just outside your 
  star system. The worlds of Eberron, Oerth, Toril and Athas are 
  advised to seek refuge on the Astral Plane immediately." 
  75-76 
  "Got a nemesis on his way? Curious to what the future holds? Are you 
  suspicious of your beloved? Divinations need not cost an arm and an 
  eye. Call us at Discount Divinations, where we'll provide answers for 
  your deepest insecurities and raging paranoia." 
  27-28 "Walt Pixie Studios: Come see for yourself where magic and 
  creativity are exploited for profit." 
  77-78 "Joseph Stein's hit new play, The Roper on the Roof has hit theaters 
  across the multiverse! Reserve your tickets now, you philistine!" 
  29-30 
  "Miller and Dreadnought: Attorneys at Interplanar Law. Have you 
  been kidnapped by a deranged archmage? Have you been subjected 
  to an insidious game for a live audience? If so… Don't call us."  
  79-80 
  "Adversity lurks around every corner. Welcome it. Conquer it. Never 
  shy from adversity—meet its gaze and just do it. Undermountain 
  Dew: do the Dew.  
  31-32 
  The image of a satyr flashes across the characters' minds and a 
  jubilant voice shouts, "Billy Mays here with my newest product: 
  sausage! Staving off hunger has never been so easy. With this 
  kobold sausage, you too can live nutritiously! But wait, there's—" 
  81-82 
  "Have you been experiencing memory loss? Confusion? Complete 
  loss of a brain? Have you been seeing strange tentacled beings? You 
  could have a mind flayer infestation! Call 1-800-GITHYANKI now 
  for a free consultation. A githyanki knight is already on her way!" 
  33-34 "Nobody! If you'd like to occupy this advertisement space, direct 
  your sending spell to 10-14-79-18-DIV-20401E." 
  83-84 "Elvish Presley's new album That's the Way It Was is out now! Get 
  your copy of the interplanar rock-sensation's newest collection now! 
  35-36 
  "Justified, LLC." A heavy accent drawls, "Howdy there, folks, we 
  got us a ripe new bounty—a vagabond from the world of To-ril. 
  Pretty hefty price too. Wanted dead or alive. Happy huntin!'" The 
  visage of one of the adventurers blazes across the characters' 
  minds with a listed reward of 10,000 gold pieces. 
  85-86 
  "Have you or a loved one been polymorphed, petrified, or enchanted 
  by a law-flouting mage? Has your mailbox been turned into a rooster 
  by a devious wizard? Call us at Miller and Dreadnought for your free 
  consultation. You have rights! Leverage them against these Arcane-
  wielding tricksters and ne'er-do-wells!" 
  37-38 "Mirt the Moneylender: There's no catch!" 
  87-88 "Shop at Gilmore's Glorious Goods: only on the world of Exandria!" 
  39-40 "The Tart but Polite Shadow That Shall Envelope You One Day." 89-90 "The Abyss is offering asylum to all refugees of interplanar war." 
  41-42 "the telepathic cranium rats watching from beneath your kitchen 
  floorboards: 'We… Enjoy… You.'" 
  91-92 "Fans of Walt Whitdwarf, rejoice! Second Hand Publishing is 
  reprinting the mythic poet's Greaves of Brass. Get yours now!" 
  43-44 "Dissatisfaction—that slow and insidious infection that turns all 
  joys, all dreams, to bitter ash. Its rot is already in you." 
  93-94 "Tired of waking up next to a stranger? Paranoid that your confidant 
  isn't who they say they are? Order the Doppelganger Detector now!" 
  45-46 "Your deep-seated and justified insecurities!" 
  95-96 "Ed's Adventure Emporium: Embark on your… 'Edventure…' today." 
  47-48 "Enter-flies: Got somewhere to go, but your broom or carpet is in 
  the shop? Enter-flies' rental vehicles are just one call away!" 
  97-98 "Got a deadline and out of ideas? Try Muse Dust! Fast-acting and 
  portable, no tools required but your nose! Find your muse today!" 
  49-50 
  "Brawlstate, the multiverse's most respected adventure-insurance 
  company. Healing spells and resurrections don't come cheap. 
  That's Brawlstate's stand. Are you in good hands?" 
  99-
  100 
  "Attention! An extraplanar criminal has escaped justice! Be on the 
  lookout for a gaunt human mage from the world of Toril!" 
  An image of Halaster's visage blazes across the characters' minds.  
   
   
   
   
  
   
  12 
  DUNGEON OVERVIEW 
  Dungeon of the Mad Mage has twenty-four chapters, each 
  bulging with information. To comb through the entire book can 
  take hours, and while each chapter begins with a nice summary 
  of its content, there are still vital details buried in between room 
  descriptions. Refer to this overview to lighten the load.  
   
  LEVEL CATEGORIES 
  The levels of Undermountain can be loosely divided into three 
  categories, reflective of the Three Pillars of D&D: 
  Exploratory. Exploratory levels call back to the ancient days 
  of dungeon-crawling that was D&D, which this entire module 
  is in homage to. The areas of these levels have little story 
  beyond a shared theme. The upper reaches of the dungeon are 
  more exploratory in general.  
  Narrative. Also described as "event-based" levels, these 
  chapters of DotMM weave a story. The order in which areas are 
  discovered matter little, and the adventurers are likely to 
  backtrack to solve a quest or issue that bars them from 
  progressing from the level.  
  Combat. Sometimes existing as a middle ground between the 
  first two categories, combat-oriented levels are expected to be 
  hack-and-slash. Few areas can provide rest, and some are, more 
  or less, trials put upon the party to overcome as soon as possible.  
   
  LEVELS IN A SINGLE SENTENCE 
  The levels of Undermountain are summarized below: 
  1. Bandits extort adventurers brave or foolish enough to comb 
  through Undermountain's uppermost level.  
  2. Goblins carve out a meager mercantile life as the Xanathar 
  Guild feuds with a wererat gang led by a drow of House 
  Auvryndar with Zhentarim sympathies. 
  3. The drow of House Auvryndar war against the goblinoid 
  Legion of Azrok for control over the dwarven ruins of 
  Stromkuhldur and the River of Sargauth.  
  4. The River of the Depths feeds into a cavern infested with 
  kuo-toa bedeviled by the aboleth Illuun.  
  5. The River of the Depths descends to Wyllowwood, a forest 
  magically created by Halaster for the archdruid Wyllow; 
  harming the woods or its animals guarantees her wrath.  
  6. Duergar have raided a Melairkyn dwarf temple in search of 
  riches. 
  7. Stone giants cursed with magical amnesia are tormented by 
  one jackass of a faerie dragon who lairs in the empty castle 
  of the archmage Maddgoth, a serial killer of magi. 
  8. Bullywugs under the iron heel of a death slaad wage a 
  desperate war against spirit naga who use a rod of rulership 
  to enslave mortals. 
  9. Magi study arcane secrets under "Halaster's" tutelage; 
  they're all tremendously awful people. 
  10. Desperate to hold onto his territory, Muiral the Misshapen 
  preys upon interlopers and the drow of House Auvryndar, 
  who have turned this level into their seat of power.  
  11. House Auvryndar dukes it out against their rival, House 
  Freth, for supremacy over Undermountain. A behir and a 
  balhannoth (added by the Companion) prey on both sides. 
  12. House Freth tries to hold onto their territory against a tribe 
  of minotaurs while their most premiere wizard is being 
  courted by Halaster to become his newest apprentice.  
  LEVEL CATEGORIES 
  Level Name 
  Category 
  1 
  Dungeon Level 
  Exploratory 
  2 
  The Arcane Chambers 
  Exploratory 
  3 
  The Sargauth Level 
  Exploratory/Narrative 
  3A Skullport 
  Narrative 
  4 
  The Twisted Caverns 
  Combat 
  5 
  Wyllowwood 
  Narrative 
  6 
  The Lost Level 
  Exploratory/Narrative* 
  7 
  Maddgoth's Castle 
  Exploratory/Narrative* 
  8 
  Slitherswamp 
  Combat 
  9 
  Dweomercore 
  Narrative 
  10 Muiral's Gauntlet 
  Narrative/Combat 
  11 Troglodyte Warrens 
  Exploratory 
  12 Maze Level 
  Combat 
  13 Trobriand's Graveyard 
  Exploratory 
  14 Arcturiadoom 
  Combat 
  15 Obstacle Course 
  Combat 
  16 Crystal Labyrinth 
  Narrative 
  17 Seadeeps 
  Narrative 
  18 Vanrakdoom 
  Combat/Narrative 
  19 Caverns of Ooze 
  Exploratory 
  20 Runestone Caverns 
  Combat 
  21 Terminus Level 
  Narrative 
  22 Shadowdusk Hold 
  Narrative 
  23 Mad Wizard's Lair 
  Climax of the Campaign 
  * Altered in the Companion to achieve that theme 
   
  13. Hobgoblins raid Trobriand's scrapyard for metal while a 
  gnome mage seeks to create a duplicator machine. The 
  Companion turns it into a Mad Max-esque romp replete 
  with motorcycles and hobgoblin bikers.  
  14. Fire giants and hobgoblins work on a gundam ("Mecha-
  Halaster") that Halaster intends to loose upon Waterdeep.  
  15. The Mad Mage kicks back and relaxes while adventurers 
  are terrorized by a death tyrant and a menagerie of traps.  
  16. A portal links to an asteroid orbiting Toril from which 
  githyanki wage a crusade against the mind flayers infesting 
  Undermountain. 
  17. A mind flayer colony, replete with a Matrix system, is 
  defending against the Githyanki invaders.  
  18. A cult led by a vampire cleric of Shar is melding its lair 
  into the Shadowfell while plotting to attack the temples of 
  Lanther and Selûne in Waterdeep.  
  19. Ooze-worshipping priests have been cursed to gelatinous 
  forms by Halaster; a stranded spacefaring crew is just 
  barely surviving; and two genies hurl adventurers at the 
  lich Ezzat of Level 20 to recover his phylactery. 
  20. Golems that worship Halaster as a god try to wrest control 
  of the caverns from Ezzat, the lich, an old friend and enemy 
  of the Mad Mage. 
  21. A planetar has fallen from grace and rules over these mines 
  with an iron fist and a taste for violence. Resident duergar 
  pine for any chance to rid themselves of their tyrant.  
  22. Starspawn-worshipping cultists prepare for their bloody 
  and triumphant return to Waterdeep and have breached the 
  Far Realm itself.  
  23. The Mad Mage awaits the adventurers with his apprentices 
  Trobriand and Arcturia. 
   
   
  
   
  13 
  INTERCONNECTED LEVELS 
  Much to its fault, Dungeon of the Mad Mage is divided into 
  twenty-three levels with little connection to each other. It often 
  feels like a "Villain of the Week" sort of plot—which makes 
  sense if you run Halaster's Game, as it’s a game show. No 
  matter how titanic the conclusion to the events on one level, it's 
  neighbors will hardly be affected. It's not worth leafing through 
  the entire book to figure out which levels are related to each 
  other, because only a handful do, and it's because of the factions 
  inhabiting those areas. See Factions of Undermountain below 
  for more details.  
   
  CUTTING LEVELS 
  Dungeon of the Mad Mage is a lengthy campaign no matter 
  which why you slice it. Some levels fall short, while others 
  amaze. If you're looking to trim away the fat, you might want 
  to consider cutting the following levels or replacing them with 
  other adventures written for the Expanded Dungeon. This is all, 
  of course, a matter of opinion and a particular level listed here 
  might actually jive with you. The Companion, for its part, 
  tackles every level, aiming to polish or overhaul its content.  
  L2 can be considered an expansion of L1. Its only highlights 
  are the Fine Fellows of Daggerford and the goblin bazaar, 
  which the adventurers can patronize.  
  L6 could be called the "Lifeless Level." Unless your party 
  includes a dwarf or archaeologist interested in the Melairkyn 
  dwarves, you should consider cutting the level. The Companion 
  turns it into a horror-thriller replete with invisible stalkers.  
  L7 is a waste of time without Maddgoth (whose return is 
  included in the Companion).  
  L13 is overhauled by the Companion into a Mad Max-esque 
  romp through a desert, replete with motorcycles, jeeps, and 
  hobgoblin bikers. Without that change, L13 is a waste of time.  
   
  FACTIONS OF UNDERMOUNTAIN 
  The various factions of Undermountain fulfill otherwise-empty 
  roles in DotMM. Without them, the adventurers are merely 
  hacking through monsters. Two types of factions inhabit the 
  dungeon: major and minor. However, there is no overarching 
  faction in DotMM. Halaster is the only constant and, despite 
  having a plethora of minions and apprentices, he and these 
  agents can hardly be counted as a faction, for they don't make 
  strides towards Halaster's goals.  
  • Major factions span several levels of the dungeon, wield 
  significant influence, and rear their oft-ugly heads at the most 
  (in)opportune moments.  
  • Factions designated as "minor" are no less important or less 
  powerful than major factions—they merely make fewer 
  appearances in the adventure and are often confined to a 
  single level, if not a single area. They still have a direct 
  impact on that level's narrative but often cease to be 
  important thereafter.  
   
  DEATH'S HEAD PHALANX 
  Minor faction found on Levels 13 & 14 
  Led by the warlord Doomcrown, the hobgoblins Phalanx has 
  taken to raiding L13 for scrap metal, which goes towards the 
  construction of a gargantuan construct in the likeness of the 
  Mad Mage. This "Mecha-Halaster" will one day be unleashed 
  upon Waterdeep unless destroyed prematurely. The warlord is 
  the estranged son of Azrok of the L3 and has been exhibiting 
  strange tendencies of late due to exposure to a flumph.  
  Emberosa's Vision. Doomcrown serves Emberosa. The fire 
  giantess desires to topple the Ordning and install fire giants as 
  the leaders of both giantkind and the world itself. To that end, 
  she and her kin can be counted as part of the Death's Head 
  Phalanx faction, but as superior officers. They view the 
  hobgoblins as tools to their mission—the loss of which is a 
  minor inconvenience if something greater can be gained from 
  the situation. 
   
  GITHYANKI KNIGHTS OF K'LIIR 
  Minor faction found in Level 16 & 17 
  Tracking the illithids of Seadeeps, the githyanki have raided 
  Undermountain and carved out a piece of territory of their own: 
  the Crystalline Labyrinth. After discovering the portal linking 
  Undermountain to Stardock, one of the hollowed-out asteroids 
  of Toril, the githyanki moved the majority of their forces there 
  to create a stronghold and creche (a place where their young can 
  safely age and train outside of the Astral Plane). Githyanki are 
  dogmatic militants that do not tolerate outsiders—especially 
  ones so alien to their own biology. They're openly hostile to 
  outsiders and meet the adventurers with force.  
  Expansion. If you'd like to showcase the githyanki earlier in 
  the adventure, you can have a warband consisting of a gith-
  yanki gish and four githyanki warriors that are tracking a 
  rogue mind flayer throughout Undermountain. As noted in the 
  Skullport chapter (in both DotMM and the Companion), one 
  illithid haunts Skullport. Rumors may prompt their leader, 
  Al'chaia, to send the warband to investigate.  
   
  GOBLIN BAZAAR 
  Minor faction found on Level 2 
  These goblins are one of the few possible friendly factions in 
  Undermountain. They're eager to trade tools and food for gold. 
  Yek, or any subsequent leader, hopes to establish a permanent 
  and esteemed trading post. Such a dream can only be forged 
  with careful diplomacy and shrewd business savvy.  
  Aftermath. Should the party pass by the bazaar again (which 
  is likely, as a gate to Level 2 is right outside the bazaar), they 
  might find the bazaar dominated by the Xanathar Guild. This 
  has two added benefits: if the party likes the goblins, they might 
  intervene; and, if the Xanathar Guild has put out bounties on the 
  party, it forces them to fight.  
   
  HOUSE AUVRYNDAR 
  Major faction found on Levels 3, 4, 10 & 11 
  House Auvryndar appears early in the dungeon—and comes out 
  swinging. The adventurers are likely to blunder into their web 
  (pun intended) as soon as they emerge upon L3. An outpost also 
  dots L4, after which the drow are not encountered again until 
  L10. Led by Vlonwelv Auvryndar and her children, the drow 
  seek to conquer the upper reaches of Undermountain, including 
  Skullport. They're opposed by House Freth in the levels below 
  their stronghold on L10.  
   
  HOUSE FRETH 
  Major faction found on Levels 11 & 12 
  House Freth is certainly the more favorable of the two drow 
  houses that the adventurers will encounter, if only for the fact 
  that they weren't the first ones to terrorize the party. Under the 
  leadership of Erelal Freth, the drow war against their cousins on 
  L11. They're eager to find any advantage over their rivals and 
  will seek alliances if the opportunity presents itself.  
  
   
  14 
  HOUSE SHADOWDUSK 
  Minor faction found on Level 22 
  The penultimate threat of Undermountain and this campaign, 
  the Shadowdusk family has been driven insane by constant 
  exposure to the Far Realms. In their deep sanctum, these cultists 
  dared to open a portal to that aberrant wasteland and in doing 
  so brought doom upon their minds and family—doom that 
  they've since welcomed. Led by the siblings Dezmyr and 
  Zalthar, both death knights, House Shadowdusk plots their 
  bloody and triumphant return to Waterdeep. A reckoning shall 
  come to the ancient rivals that saw them ruined centuries ago 
  and at long last will redemption finally be had—with the added 
  spice of vengeance.  
  House Shadowdusk, as puppets of Halaster, has the potential 
  to be an overarching antagonist in DotMM, but, sadly, the 
  module confines them to a single level, minus a few agents sent 
  to L12 & L20. If you'd like to include them more, place silent 
  and distant watchers throughout the depths or inexplicable nests 
  of greasy tentacles breathing loudly on a nearby wall (inside 
  which lurks a single, bloodshot eyeball). See Nested Tentacles 
  in Environmental Hazards below.   
   
  LEGION OF AZROK 
  Minor faction found on Level 3 
  Led by the blind hobgoblin warlord, Azrok, the Legion is a 
  goblinoid force under siege by House Auvryndar. In this 
  conflict, they appear sympathetic, especially so when it 
  becomes apparent that Azrok is honorable, even if vicious to his 
  enemies or those that dare disrespect him. If the adventurers are 
  instrumental in defeating House Auvryndar, they'll be hailed as 
  heroes by the Legion and can find safe passage throughout its 
  territories.  
  Aftermath. Should the adventurers fail to slay or drive out the 
  Xanathar Guild ambassador, a mind flayer spreading intellect 
  devourers throughout the Legion's territories, the Legion will 
  become its puppets. See L3, A21G for details.   
   
  SEADEEPS COLONY 
  Minor faction found on Level 17 
  Despite their enormous reach, the mind flayers of Seadeeps 
  have been hemmed in by the githyanki invaders. The bloody 
  struggle has drawn out long enough to force the ulitharid, 
  Extremiton, to breed a neothelid. While ordinarily, this colony 
  could have widespread machinations, their ambitions have been 
  blunted by the invasion. If the githyanki were to be eradicated, 
  however, the colony would grow into a force of reckoning that 
  could swallow Waterdeep.  
   
  SHAR'S CULT 
  Minor faction found on Level 18  
  The cult of Shar is led by a vampire cleric whose mortal cultists 
  and vampire spawn plot to attack Waterdeep. Their two targets 
  are the temples of Lathander and Selûne. The cult's lair is half-
  sunk into the Shadowfell, due to the growing despair of 
  Umbraxakar, the shadow dragon. Freeing this leviathan is the 
  quest objective of "Save the Dragon." See Ch 1., Adventure 
  Hooks in DotMM for details.  
  Only if the adventurers attack the cult without finishing the 
  job do they register on its radar. Otherwise, the cult is content 
  to continue melding more of its lair into the Shadowfell while 
  refining their plan to attack Waterdeep.  
   
  THE XANATHAR GUILD 
  Major faction found on Levels 1-2 & Skullport 
  The Xanathar Guild dominates the upper reaches of 
  Undermountain and hungers for more territory. The party 
  inevitably comes into conflict with the Guild.  
  Expansion. To keep the Guild relevant, Xanathar (or one of 
  its lieutenants, such as Sundeth of Skullport) sends hitmen after 
  the adventurers. Every two levels either an assassin appears or 
  a crew consisting of a gazer, two beholder zombies, three 
  goblins (who prefer shortbow attacks), two bugbears, three 
  thugs, and a bandit captain finds the party. Inevitably, the 
  Guild ascertains that the adventurers are too powerful to 
  confront and batten down the hatches in Skullport and other 
  territories in preparation for their return.  
  Additionally, the Xanathar Guild is quick to claim territories 
  that the adventurers already cleared, expanding from their 
  outposts on Levels 1 and 2. 
   
  HALASTER'S GATES 
  A whopping thirty-one pairs of gates dot Halaster's domain—
  and they're quite difficult to keep track of. They have been 
  enumerated below and named for your convenience.  
  Cracking the Code. Each gate can only be activated with a 
  particular method. Per DotMM that solution can only be divined 
  by a legend lore spell. However, at your discretion, characters 
  can attempt an Intelligence (Investigation) check to determine 
  the solution rather than a legend lore spell. The DC equals 8 + 
  the level requirement of the gate. 
  Descriptions. Generic descriptions of the gates are included 
  as narration blocks for your players. Gates are described in 
  order of origin; use the same description for its pair. Levels of 
  Undermountain without gates are not included in this section.  
   
  1. THE DUNGEON LEVEL 
   
  1. GATE OF THE ELDER WAND 
  Mounted upon the wall is a mirror whose stone frame is 
  carved in the likeness of a wizard wielding a wand. The 
  graffiti you saw earlier echoes inside your head: "Beyond 
  the pillar forest, the Mad Mage waits, casting spells 
  behind magic gates." 
  Perhaps this is the first of the Mad Mage's infamous 
  gates, waiting for the special key or phrase necessary to 
  hurl it open to whatever lies beyond.  
   
  2. THE ARCANE CHAMBERS 
   
  2. GATE OF RAINING GOLD 
  Yet another of the Mad Mage's arcane gates: its stone 
  frame is engraved with the image of raining coins and is 
  that…? Aha! The keystone bears a small slot just barely 
  out of your reach. 
   
  3. GATE OF THE GRAVEN TREE 
  An arched gate holds little interest—that is until you see 
  the faint carving of a withered tree in its keystone. 
   
   
   
  
   
  15 
  HALASTER'S GATES 
  # Name 
  Origin 
  Termination Level Solution 
  1 Gate of the Elder Wand 
  L1, 26D 
  L10 Area 8 
  11th The gate is touched with a magic wand with at least 1 charge remaining. 
  2 Gate of Raining Gold 
  L2, 5 
  L4 Area 11C 8th A gold coin is fed into the coin slot. 
  3 Gate of the Graven Tree 
  L2, 12 
  L5 Area 13B 8th The gate is touched with a dead twig or branch.  
  4 Gate of the Rusted Maw 
  L2, 20C 
  L6 Area 24 
  9th The gate is touched with a nonmagical item made of ferrous metal, such 
  as iron. The item is then reduced to powder and the gate opens.  
  5 Gate of the Elder Staff 
  L3, 15B 
  L5 Area 6I 
  8th The gate is tapped thrice by a staff of any kind.  
  6 Gate of the Golden Wyrmling L3, 21P L6 Area 36C 9th A gemstone worth at least 100 gp is placed in the dragon's mouth, which 
  animates and consumes the gemstone, destroying it.  
  7 Gate of the Moonlit Mountain 
  L4, 10 
  L6 Area 27 
  9th The horn of the unicorn is inserted into the moon symbol.  
  8 Gate of Dancing Dwarves 
  L5, 9 
  L6 Area 10 
  9th An interpretive dance replicating the dwarves, which takes 1 minute to 
  perform.  
  9 Gate of Floating Fiends 
  L6, 8B 
  L9 Area 13B 10th A creature flies or levitates within 5 feet. 
  10 Gate of the Blind Gazer 
  L6, 16 
  L10 Area 4B 11th An invisible creature stands before the mirror.  
  11 Gate of the Amber Flagon 
  L6, 34A L12 Area 9D 12th A pint of any liquid is poured on the floor within 5 feet of the gate.  
  12 Gate of the Penitent Dwarf 
  L6, 34B 
  L8 Area 3 
  10th The key originally held by Rizzeryl on Level 2 must be inserted into the 
  keyhole. 
  13 Gate of the Runic Palm 
  L6, 40 
  L11 Area 2B 11th Casting the mage hand cantrip and pressing its spectral fingers into the 
  indentation for 1 minute. 
  14 Gate of Prancing Goblins 
  L6, 47A L13 Area 7B 12th A creature sings a D note or plays a D note on a musical instrument.   
  15 Gate of the Forbidden Lovers 
  L6, 47A 
  L18 Area 6 
  15th A silence spell includes the arch in its area. 
  16 Gate of the Riddled Sky 
  L7, 22 
  L9 Area 42 
  10th The riddle's answer ("O") is said aloud.  
  17 Gate of the Raging Torch 
  L7, 29 
  L11 Area 16 11th A lit torch is brought within 5 feet of the gate.  
  18 Gate of Tuoyaw 
  L7, 41 L10 Area 14D 11th A character speaks the words, "Way out!" while pointing at the gate. 
  19 Gate of Interwoven Gears 
  L8, 17C L10 Area 25B 11th The correct gear is popped into place, which is noticed with a DC 15 
  Wisdom (Perception) check. 
  20 Gate of the Crystal Crown 
  L8, 18B L11 Area 11A 11th A character wears King Melair's crystal crown within 5 feet of the gate 
  (found in Level 6, 11D).  
  21 Gate of the Open Tome 
  L9, 49 
  L14 Area 25 13th An open book is held within 5 feet of the gate, which then disintegrates.  
  22 Gate of Felled Explorers 
  L10, 11E L12 Area 6B 12th Speaking the command word ("Axallian") which can be learned by 
  casting speak with dead on any of the skulls woven into the frame.  
  23 Gate of Weeping Blood 
  L12, 8B L19 Area 5B 15th A creature marked with a bloody X stands within 5 feet of the gate.  
  24 Gate of Skeletal Minotaurs 
  L12, 12A L14 Area 2D 13th A creature targeted by the maze spell must become trapped then escape 
  the maze.   
  25 Gate of the Three 
  Crossbowmen 
  L14, 39B L17 Area 11 14th Three humanoids hold hands while standing within 5 feet of the gate. 
  26 The Jigsaw Gate 
  L15, 15 L20 Area 9B 16th The magical jigsaw piece (revealed via detect magic or drawn on a d100 
  result of 1).  
  27 Gate of the Six-Fingered 
  Gauntlet 
  L15, 24C L17 Area 7A 14th A six-fingered gauntlet, which can be found in Area 14B, Level 15, is 
  touched to the gate.  
  28 Gate of Soaring Drakes 
  L15, 30A L18 Area 16 15th A real, illusory, or artistic depiction of a dragon touches the gate.  
  29 Gate of the Lone Arrow 
  L17, 8B L19 Area 15 15th An arrow or crossbow bolt shot between the standing stones 
  30 The Crystalline Menhirs 
  L19, 7 L21 Area 23B 16th The command word ("Kelserath") is uttered, divulged by a sleeping 
  demon or legend lore spell. 
  31 Gate of the Mad Mage 
  L22, 35 
  L23 Area 1 
  17th A magic item of uncommon rarity or rarer is sacrificed 
   
  4. GATE OF THE RUSTED MAW 
  Another of the Mad Mage's gates beckons you forward, 
  sparking that flame of curiosity deep in your gullet. 
  Carved into the arch's keystone is a bug-like creature 
  whose maw is stretched wide to devour a handful of nails. 
  Checks. A DC 14 Intelligence (Arcana) check confirms the 
  creature to be a rust monster, the bane of dwarves everywhere. 
  Dwarf characters instantly recognize the creature for what it is.  
   
   
   
   
  3. THE SARGAUTH LEVEL 
   
  5. GATE OF THE ELDER STAFF 
  An arch gate going to who knows where greets you. The 
  sneer of the Mad Mage echoes throughout your mind, 
  drawing your eyes down to its base stones. An image of 
  an old man clutching a staff has been carved into each on.  
   
   
   
  
   
  16 
  6. GATE OF THE GOLDEN WYRMLING 
  The craftsmanship of this arch gate is impeccable. A 
  dragon wyrmling's head has been carved from stone, its 
  fanged mouth agape. Its eyes almost seem to glint with a 
  voracious appetite. 
  Check. The dragon can be identified as the gold variety by its 
  iconic whisker-like spines and the frills along its neck with a 
  successful DC 14 Intelligence (Arcana) check. A result of 16 or 
  higher reveals that gold dragons eat gemstones as food.  
   
  4. THE TWISTED CAVERNS 
  • Level 2, Gate #2, "Gate of Raining Gold" 
   
  7. GATE OF THE MOONLIT MOUNTAIN 
  You come across yet another of the Mad Mage's gates, 
  this one more elaborate than the last. Six stone niches 
  have been carved into the arch, each bearing a small stone 
  figurine: a frilled drake, a frenzied owlbear, a manticore 
  and minotaur, a unicorn, and some strange insect-like 
  behemoth with a hunched back.  
  The wall beside the gate has been detailed into an image 
  of a swollen moon hanging high above a mountain. After 
  close inspection, you find a small hole in the moon: a 
  crater that recesses into the wall itself.  
  Check. A DC 16 Int. (Arcana) check reveals the strange 
  insect-like creature to be an umber hulk. Characters from the 
  Underdark, such as drow, have advantage on the check. 
   
  5. WYLLOWWOOD 
  • Level 2, Gate #3, "Gate of the Graven Tree" 
  • Level 3, Gate #5, "Gate of the Elder Staff" 
   
  8. GATE OF DANCING DWARVES 
  You're unsurprised to find another of the Mad Mage's 
  infamous gates. This one's arch bears an image of dancing 
  dwarves, their arms crossed in a jig or spilling beer from 
  their flagons, their heads thrown back in a guffaw.  
   
  6. THE LOST LEVEL 
  • Level 2, Gate #4, "Gate of the Rusted Maw" 
  • Level 3, Gate #6, "Gate of the Golden Wyrmling" 
  • Level 4, Gate #7, "Gate of the Moonlit Mountain" 
  • Level 5, Gate #8, "Gate of Dancing Dwarves" 
   
  9. GATE OF FLOATING FIENDS 
  This gate is… strange, to say the least. The arch is 
  engraved with images of esoteric, floating creatures: a 
  creature akin to a flying rat with a proboscis, a jellyfish-
  like creature with eyeballs on its stalks, and a beholder.  
   
  10. GATE OF THE BLIND GAZER 
  Legion lidless eyes stare out while you behold this gate. 
  Engraved into the frame are the words, "THE GATE 
  CANNOT HIDE FROM WHAT IT CANNOT SEE." 
   
  11. GATE OF THE AMBER FLAGON 
  Upon this gate, yet another of the many scattered across 
  this godforsaken dungeon, lies an image of a flagon from 
  which pours a rush of ale.  
   
  12. GATE OF THE PENITENT DWARF 
  The Mad Mage is getting more creative, it seems. This 
  gate bears a bas-relief—a bas-relief! It depicts a dwarf 
  with her eyes shut tight. A hammer is held close to her 
  chest and in the head of that hammer is a keyhole.  
  Check. A character can open the gate without the stone key 
  by using an action to pick the lock, requiring a successful DC 
  20 Dexterity check using thieves' tools.  
  Consequences. On a failed check, the dwarf's eyes open and 
  shoot forth beams of light. Each creature within 10 feet of the 
  arch must make a DC 16 Dexterity saving throw, taking 22 
  (4d10) radiant damage on a failed save, or half as much damage 
  on a successful one.  
   
  13. GATE OF THE RUNIC PALM 
  Another foul hour, another foul gate of Halaster's. 
  Recessed into the arch's keystone is the shape of a hand. 
  An arcane sigil is embossed upon the hand's palm.  
   
  14. GATE OF PRANCING GOBLINS 
  Upon this arch gate you find the image of prancing 
  goblins, jiving to an invisible, muted tune. The letter D 
  has been engraved upon the keystone.   
   
  15. GATE OF THE FORBIDDEN LOVERS 
  The voice of the Mad Mage blooms deep within your 
  skulls as you lay your eyes on this arcane gate. On its arch 
  are two scantily clad elves holding their fingers to their 
  lips in a gesture of silence.  
  "Ah, young love," the Mage whispers, "so foolish yet so 
  necessary, and made all the sweeter if forbidden. Does it 
  not take you back to those gold-lit, idyllic days?" 
   
  7. MADDGOTH'S CASTLE 
   
  16. GATE OF THE RIDDLED SKY 
  A riddle! This arcane gate bears a riddle—what a 
  refreshing change of pace. "What appears," reads the 
  inscription, "once in an hour, twice in a blue moon, and 
  never in sunshine?" 
   
  17. GATE OF THE RAGING TORCH 
  You aren't even surprised to find one of Halaster's gates 
  here. The keystone of this one depicts a hand clutching a 
  lit torch whose fiery fingers reach upwards for the ceiling.  
   
  18. GATE OF TUOYAW 
  You gaze upon a mirror and slowly realize it's one of 
  Halaster's gods-damned gates—even here. Its frame is 
  without decoration, but you can make out faint arcane 
  sigils here and there. On the bottom of the frame, you see, 
  are the letters, T-U-O-Y-A-W—perhaps some sort of god 
  or ancient specter's name? 
   
  
   
  17 
  8. SLITHERSWAMP 
  • Level 6, Gate #12, "Gate of the Penitent Dwarf" 
   
  19. GATE OF INTERWOVEN GEARS 
  Now this gate you can actually appreciate. It appeals to 
  you in a way modern art never has. This arcane gate is 
  imposed of hundreds of tiny, interlocking gears. You feel 
  as if they all ought to be chirping or moving, so… What's 
  the issue? 
   
  20. GATE OF THE CRYSTAL CROWN 
  Two pillars with a lintel form a standing gate: one of the 
  Mad Mage's inscrutable portals linking the depths of 
  Undermountain together. Chiseled into the lintel is a 
  message in a rigid, unforgiving script.  
  The message reads "Don the Crystal Crown" in Dwarvish.  
   
  9. DWEOMERCORE 
  • Level 6, Gate #9, "Gate of Floating Fiends" 
  • Level 7, Gate #16, "Gate of the Riddled Sky" 
   
  21. GATE OF THE OPEN TOME 
  Another gate. You've grown tired of the sight. Still, you 
  can't help but inspect this one. You find no tricks, no 
  macabre decorations: only an image of an open tome 
  engraved into its keystone.  
   
  10. MUIRAL'S GAUNTLET 
  • Level 1, Gate #1, "Gate of the Elder Wand" 
  • Level 6, Gate #10, "Gate of the Blind Gazer" 
  • Level 7, Gate #18, "Gate of Tuoyaw" 
  • Level 8, Gate #19, "Gate of the Interwoven Gears" 
   
  22. GATE OF FELLED EXPLORERS 
  This creation is most foul: a mirror whose stone frame has 
  eleven humanoid skulls embedded into it. A flowing, 
  slender script has been carved on the bottom of the frame. 
  The message reads "The dead know the secret" in Celestial.  
   
  11. TROGLODYTE WARRENS 
  • Level 6, Gate #13, "Gate of the Runic Palm" 
  • Level 7, Gate #17, "Gate of the Raging Torch " 
  • Level 8, Gate #20, "Gate of the Crystal Crown" 
   
  12. MAZE LEVEL 
  • Level 6, Gate #11, "Gate of the Amber Flagon" 
  • Level 10, Gate #22, "Gate of Felled Explorers" 
   
  23. GATE OF WEEPING BLOOD 
  You smell that sickly sweet, iron scent in the air: blood. 
  You come upon a pair of standing stones. Carved into the 
  lintel is a crimson X… And when you approach, it begins 
  to weep blood.  
   
  24. GATE OF SKELETAL MINOTAURS 
  Two stones stand stoically here and it's only when you 
  spot the lintel connecting the two that you realize you've 
  found another of the Mad Mage's gates. Frustrated, and 
  feeling perhaps a little put-upon, you look for this one's 
  catch… In the gloom you make out two horned skeletons 
  embedded into each of the two standing stones.  
  Check. The skeletons can be identified as minotaurs with a 
  DC 12 Intelligence (Arcana) check. 
   
  13. TROBRIAND'S GRAVEYARD 
  • Level 6, Gate #14, "Gate of Prancing Goblins" 
   
  14. ARCTURIADOOM 
  • Level 9, Gate #21, "Gate of the Open Tome" 
  • Level 12, Gate #24, "Gate of the Skeletal Minotaur" 
   
  25. GATE OF THE THREE CROSSBOWMEN 
  Upon this arcane gate you find a primitive drawing: three 
  human-like stick figures holding hands. Did a child 
  decorate this gate? You wouldn't put it past the Mad Mage 
  of abducting one for that purpose. Or for the mage's mind 
  to devolve into child-like whimsy.  
   
  15. OBSTACLE COURSE 
   
  26. THE JIGSAW GATE 
  This gate of the Mad Mage's is composed of countless 
  stone jigsaw pieces, each bigger than your hand. The 
  pieces seemingly fit perfectly—so why is the gate closed? 
  Consequences. If the wrong piece is removed, an adult white 
  dragon appears and attacks. 
   
  27. GATE OF THE SIX-FINGERED GAUNTLET 
  Alas, another arcane gate—those stone lice that infest this 
  dungeon. This one's design is simple: carved into the 
  arch's keystone is a gauntlet. A gauntlet with six fingers. 
   
  28. GATE OF SOARING DRAKES 
  You marvel at the beauty of the Mad Mage's arcane gate. 
  Gold-inlaid images depict drakes soaring across the skies. 
  Above the arch a message is written in a sharp script. 
  The message reads, "Only a dragon can open this gate" in 
  Draconic.  
   
  17. SEADEEPS 
  • Level 14, Gate #25, "Gate of the Three Crossbowmen" 
  • Level 15, Gate #27, "Gate of the Six-Fingered Gauntlet" 
   
  29. GATE OF THE LONE ARROW 
  Yet another of the Mad Mage's arcane gates, this time 
  formed between two standing stones whose lintel bears 
  the carved symbol of a lone arrow.  
   
  18. VANRAKDOOM 
  • Level 6, Gate #15, "Gate of the Forbidden Lovers" 
  • Level 15, Gate #28, "Gate of the Soaring Drake" 
   
  
   
  18 
  19. CAVERNS OF OOZE 
  • Level 12, Gate #23, "Gate of Weeping Blood" 
  • Level 17, Gate #29, "Gate of the Lone Arrow " 
   
  30. THE CRYSTALLINE MENHIRS 
  The crystalline menhirs stand stoically, patiently. Your 
  mind whispers its omens to you. Something isn't right. 
  Danger abounds, but neither you nor that scared little 
  lizard at the back of your skull can tell what or where that 
  danger is.  
   
  20. RUNESTONE CAVERNS 
  • Level 15, Gate #26, "The Jigsaw Gate" 
   
  21. TERMINUS LEVEL 
  • Level 19, Gate #30, "The Crystalline Menhirs" 
   
  22. SHADOWDUSK HOLD 
   
  31. GATE OF THE MAD MAGE 
  There it lies: the final gate of this madhouse. Its keystone 
  is carved in the visage of Halaster Blackcloak himself and 
  his eyes follow you as you approach. 
  Halaster's lips animate and demands, "Yield magic for 
  safe passage!" A stone arm begins to rise from the floor, 
  its palm open to accept tribute. "Yield or be stoned!" 
   
  23. MAD WIZARD'S LAIR 
  • Level 22, Gate #31, "Gate of the Mad Mage" 
   
  THE DUNGEON FLESHED OUT 
  The Companion aims to flesh out and expand upon DotMM's 
  source material without dragging out your campaign. Consider 
  the following variants:   
   
  WEAVE ADDICTION 
  The Knot in the Weave below Undermountain calls to those 
  who remain in the Mad Mage's realm. It calls in their sleep, it 
  calls in their very blood. Arcane spellcasters find it especially 
  compelling to remain in the dungeon. Alas, there is no system 
  in place to represent this addiction to the Knot in the Weave. 
  Therefore, you can implement it in this manner: 
  Addiction. For every 24 hours a character spends in Under-
  mountain, it must succeed on a Wisdom saving throw (the DC 
  equals the current level of the dungeon they're on). Arcane 
  spellcasters suffer a permanent -2 to their saving throw. On a 
  failure, a character gains one level of Weave Addiction, the 
  effects of which are in the table above. These effects are 
  cumulative.  
  Reduction. To reduce their weave addiction, a creature must 
  remain outside Undermountain for 24 hours, after which they 
  may repeat their Wisdom saving throw again. On a success, 
  they reduce their weave addiction by one level. The DC equals 
  the most recent DC; e.g., if a creature was on the tenth level of 
  Undermountain and immediately returned to the surface within 
  24 hours, the DC is 10 even on the surface.  
  WEAVE ADDICTION 
  Level Effect 
  1 
  Allure. You are charmed by Undermountain itself, as if 
  by a charm person spell. Checks related to convincing 
  you to return are made with advantage. 
  2 
  Disheveled. While outside Undermountain, you have 
  disadvantage on ability checks. 
  3 
  Dissonance. Your thoughts are plagued by dreams of 
  Undermountain. While outside Undermountain, you 
  have disadvantage on saving throws.  
  4 
  Withdrawal. You cannot gain the benefits of a long rest 
  if you are not in Undermountain or within 1 mile the 
  Yawning Portal of Waterdeep.  
  5 
  Madness. You gain a form of indefinite madness, as 
  described in Appendix C.  
  6 
  Anathema. You dare not leave Undermountain, as if 
  you were under a geas spell, which is triggered if you 
  leave for or remain on the surface.   
   
  Vancian Magic. Magic is alive, as is the Knot in the Weave. 
  A creature can be subjected to a spell of greater restoration to 
  remove one level of weave addiction, but the caster must 
  contend with the forces of the Knot itself. The caster must 
  succeed on an ability check using their spellcasting ability (DC 
  3 + the current dungeon level + the level of weave addiction). 
  Failing the check consumes both the spell slot and material 
  components used and causes the spell to fail.  
  Skullport. The ancient Netherese that settled beneath 
  Undermountain could hear the call of the Knot. Knowing what 
  sort of fate was in store, they placed wards upon their territory. 
  To this day, this abjuration magic permeates Skullport. 
  Creatures residing there automatically succeed on their saving 
  throw to resist addiction. A creature already afflicted with 
  weave addiction, however, must still make its saving throws as 
  normal.  
   
  ENVIRONMENTAL HAZARDS 
  Undermountain was already dangerous long before Halaster 
  claimed it as his dungeon. These depths were combed over by 
  the Melairkyn dwarves for ore. Then came the wars with the 
  drow and duergar, littering the depths with traps, corpses, rusty 
  weapons, and other dark souvenirs of the conflict. The skeletons 
  of these operations still remain to this day and, coupled with 
  Undermountain's natural perils, make this place into an abattoir.  
  The following hazards are constant dangers to creatures who 
  roam Undermountain, thanks to mining operations or battles 
  fought long ago. Implement them as you see fit.  
  Blackdamp. Still air with a lethal absence of oxygen and an 
  abundance of harmful gases, blackdamp has claimed many a 
  miner. Creatures that pass through an extended area must hold 
  their breath or begin to suffocate. Additionally, those that 
  breathe in this foul air must make a DC 12 Constitution saving 
  throw at the start of their turn or take 2d6 poison damage. After 
  three failures, a creature is poisoned for 1 hour.  
  Explosive Gas. Explosive gases pool underground and are 
  often loosed from mining operations. An open flame (such as 
  by a torch) can cause an explosion. Creatures within 20 feet 
  must make a Dexterity saving throw or take force damage. A 
  creature takes half damage on a success. The damage and DC 
  is determined by the size of the gas cloud: Small (2d6, DC 12); 
  Medium (4d6, DC 14); and Large (6d6, DC 16). In enclosed 
  spaces, each explosion can also inflict 1d6 thunder damage.  
  
   
  19 
   
   
   
   
   
  16 
  22 
  23 
  12 
  13 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  14 
  15 
  17 
  18 
  19 
  20 
  21 
  LEGEND 
  requires 8th-level 
  requires 9th-level 
  requires 10th-level 
  requires 11th-level 
  requires 12th-level 
  requires 13th-level 
  requires 14th-level 
  requires 15th-level 
  requires 16th-level 
  requires 17th-level 
  
   
  20 
  Smoke. Areas without proper ventilation accumulate smoke 
  which can remain for years. Creatures that start their turn in 
  these areas that aren't already holding their breath must succeed 
  on a DC 10 Constitution saving throw or take 1d4 poison 
  damage. On a failure, they're also poisoned for 1 hour.  
  Stray Metal. Mining structures, as well as abandoned tools or 
  weapons (sometimes hidden underwater in flooded chambers) 
  can imperil passerby. Creatures that are cut by this metal take 
  slashing damage from 1 to 1d4, determined by the size or angle 
  of the object.  
  Nested Tentacles. In the depths of Undermountain, the 
  Shadowdusk family has dared consort with the Far Realms. 
  Their continued contact with that aberrant void has exposed 
  Undermountain to its energies, causing tentacles to sprout from 
  itinerant portals. When a creature is within 10 feet, the tentacle 
  makes an attack against a creature (+6 to hit). On a hit, the 
  creature is grappled (escape DC 14) and takes 1d6 psychic 
  damage. The tentacle has 16 hit points and an AC of 14. Inside 
  each nest is an eye. 
   
  OTHER ADVENTURING PARTIES 
  Undermountain can be pretty barren when it comes to an 
  honest-to-good-god conversation. While the many factions of 
  the dungeon present social opportunities, they don't exactly 
  make for good bedfellows. You can alleviate this lack of social 
  interaction with other adventuring parties, who pop up here and 
  there throughout the campaign. 
  The parties included here can be inserted into your campaign 
  and are first met on the surface or down in the depths. Including 
  other parties serves three purposes: 
  • Undermountain is strewn with corpses—but that's the 
  adventuring life, right? Bodies are everywhere, and therefore 
  faceless. However, these deaths have an impact on the 
  players if their character knows the corpse. Use that impact. 
  • It's winner-takes-all in this lawless cesspit. Other parties could 
  demand the adventurers' coins, items, or even—when they've 
  delved too deep—the truest treasures: food, water, and lamp 
  oil. Imagine a fracas fought over as something as simple as a 
  few strips of beef jerky.   
  • When your players need to flee but are too dumb or stubborn 
  to do so, you can kill off other adventurers. Nothing screams 
  "Run!" better than a demonic spider snatching up a halfling 
  and snapping off its head. By including disposable meatbags, 
  you can broadcast an area's danger and shock your players 
  with the viscera.  
   
  FINE FELLOWS OF DAGGERFORD 
  The Fine Fellows are an evil adventuring party already included 
  in DotMM and expanded on in L2 of the Companion. Members 
  can be encountered on Levels 1 and 2; they're expected to die 
  at the hands of the revenant that is their murdered comrade. 
  The Fine Fellows of Daggerford consist of: 
  Rex the Hammer, a LE human champion that hungers for fame 
  and fortune above all else. He founded and leads the Fine 
  Fellows of Daggerford, carefully selecting its members—
  screening out the kind ("foolish") and choosing only those 
  that would tolerate the depravity he himself is willing to 
  commit for a handful of silver. 
  Midna Tauberth, A human priestess of Shar cursed with pride. 
  She's incapable of backing down from any challenge, even 
  when she's outmatched. Midna isn't quick to reveal which 
  deity she worships, as Shar is an evil goddess. 
  Halleth Garke, a N half-elf cleric of Waukeen. Halleth is 
  obsessed with fair shares. He complains whenever he feels 
  slighted or excluded from anything. Despite having a sliver 
  of good in him, his tolerance for debauchery is what damns 
  him as an evil individual. By when the party finds him, 
  Halleth will have been murdered by his comrades and rise as 
  a revenant on L1. 
  Copper Stormforge, a NE dwarven thief (scout) that covets all 
  that glitters. Copper isn't one to shy away from cruelty. He's 
  survived by always being one step ahead and never mistaking 
  kindness as the right choice. 
  Kelim the Weasel, a NE human spy that looks out for himself 
  above all else. An opportunist and a coward, Kelim hides 
  behind others and often slinks off to find treasure away from 
  the prying eyes of his companions.  
   
   
   
  RACIAL TRAITS 
  The adventurers that the players can encounter shouldn't always be 
  human. Spice things up by having some members belong to another 
  race. Follow these guidelines below when altering their statistics: 
  Elves and half-elves have the following racial traits: 
  • They have darkvision with a range of 60 ft. 
  • They have advantage on saving throws against being charmed and 
  magic cannot put them to sleep.  
   
  Dragonborn have the following racial traits: 
  • A dragonborn has resistance to the damage associated with its 
  ancestry (see the Player's Handbook). 
  • As an action, a dragonborn can exhale a breath weapon, the type 
  and area of which is determined by its ancestry and detailed in the 
  Player's Handbook. Creatures take half damage of the breath 
  when they succeed on the saving throw it imposes. The DC equals 
  8 + the character's Constitution modifier + their proficiency 
  bonus. At CR 1 or below, the damage equals 2d6; 3d6 at CR 3 or 
  below; 4d6 at CR 6 or lower; and 5d6 at CR 7 or higher.   
   
  Dwarves have the following racial traits: 
  • A dwarf has darkvision with a range of 60 ft. and a speed of 25 ft.  
  • It also has resistance to poison damage and advantage on saving 
  throws against poison.  
   
  Gnomes have the following racial traits:  
  • A gnome has a speed of 25 ft. and darkvision with a range of 60 ft.  
  • It is a size of Small.  
  • It has advantage on Intelligence, Wisdom, and Charisma saving 
  throws against magic.  
   
  Halflings have the following racial traits:  
  • A halfling has a speed of 25 ft.  
  • It is a size of Small and can move through the space of any creature 
  larger than its size. 
  • It has advantage on saving throws against being frightened.  
  • Whenever it rolls a 1 on an attack roll, saving throw, or ability 
  check, it can reroll the die; it must use the new roll.  
   
  Half-orcs have the following racial traits: 
  • A half-orc has darkvision out to a range of 60 ft. 
  • Once per long rest, when a half-orc is reduced to 0 hit points, but 
  not killed outright, it drops to 1 hit point instead.  
   
  Tieflings have the following racial traits: 
  • A tiefling has darkvision out to a range of 60 ft. 
  • It can cast the thaumaturgy cantrip. Once per day, it can cast hellish 
  rebuke and darkness, requiring no material components. 
  Charisma is its spellcasting ability.  
  • A tiefling has resistance to fire damage. 
  
   
  21 
  THE CHEEKY PLUCKERS 
  The Cheeky Pluckers are two-bit adventuring party that the 
  players are familiar with. The players encounter the Pluckers a 
  shortly before they themselves descend into Undermountain. 
  Generally, they can be considered allies of the players unless 
  driven to desperate circumstances. They're willing to team up, 
  share rations, and watch each other's backs.  
  Ultimately, the Pluckers are doomed to be kidnapped by the 
  lich Arcturia, one of Halaster's apprentices. She imprisons them 
  on L14 and performs horrific experiments on them. Per the 
  Companion, only Danny Elfman and Fiona survive long enough 
  to be encountered in Arcturia's lair on L23.  
  The Cheeky Pluckers consist of: 
  Fiona dé Vaun, a LG human knight. Boisterous and foolhardy, 
  she serves as the Pluckers' leader.  
  Four-Fingers, a N gnome bandit. His forefinger was chopped 
  as penance for theft. The lesson didn't stick though, as his 
  other hand can attest.  
  Halberd, a LG reserved dwarf berserker armed with his 
  family's gold-trimmed halberd.  
  Sariel, a NE drow whose noble house was destroyed by House 
  Auvryndar decades ago. She nurses a vendetta as if it were 
  her own child.  
  Danny Elfman, a half-elf bard (see VGM) fond of the lyre and 
  telling long-winded tales.  
   
  THE GENTLEMEN BASTARDS 
  The Gentlemen Bastards are a fine foil for your players. They're 
  cautious opportunists who only enter fights they're sure they'll 
  win. They're rivals that won't resort to bloodshed unless 
  pressed—but if Grel, their leader, dies or disappears, Jocelyn 
  pushes the Bastards towards evil.  
  Ultimately, the Gentlemen Bastards are utilized on L7 (in a 
  special event), L8 (captured by the Ssethian Scourges and 
  Blacktongue bullywugs), and L20 (sent by the genies of L19 to 
  steal Ezzat's phylactery). Before that, they can be encountered 
  on several levels: 
  • Buying wares at the goblin bazaar on Level 2 
  • Drinking at The Flagon & the Dragon in Skullport 
  • Camping in Wyllowwood  
   
  The Gentlemen Bastards consist of: 
  Grel Momesk. A LN human champion, Grel seeks the riches 
  necessary to lift his family out of poverty. He leads the 
  Bastards, often to his own peril. The Bastards, for their part, 
  tolerate his occasional mistakes and fragile temperament.  
  Jocelyn of Daggerford. A NE human warlock of the archfey, 
  Jocelyn serves the Queen of Air and Darkness. Hers is a quest 
  to discover "the secrets" of Undermountain (namely, the 
  Knot in the Weave). She was once a member of the Fine 
  Fellows of Daggerford but was kicked out for being too 
  "unsettling." When endangered but not yet attacked, she 
  favors casting charm person as a 5th-level spell to defuse the 
  situation.  
  Perlos. A NE halfling assassin, Perlos is a wanted man in 
  Waterdeep, Baldur's Gate, and Neverwinter. The name 
  attached to his various crimes varies. He joined up with the 
  Bastards to escape his life of contract killing in the hope of 
  retiring to the countryside a rich man. At night, he's haunted 
  by those he's slain for coin.  
  Ilinar. Devoted to the elven god of war, Shevarash, a NG moon 
  elf war priest, is a veteran of several wars. After years of 
  serving in the Waterdeep City Guard, he found employment 
  as a mercenary. He eventually gave that up too before finally 
  setting out as an adventurer. Ilinar is crass and impatient. His 
  holy symbol bears a broken arrow over a single teardrop.  
   
  ADVENTURING PARTY QUICK TABLES 
  You can quickly throw together an adventuring party with the 
  following tables. 
  Party Alignment. It pays to be wary in this cutthroat world, 
  especially down in the lawless depths of Undermountain. Every 
  party has a general alignment that they all follow—birds of a 
  feather, and all that. Rarely can good and evil coexist for long, 
  and parties are often subjected to too much stress to overcome 
  these differences.  
  Traits. Every party has a collective trait that they've 
  gravitated towards after such a perilous career. These traits are 
  similar to ideals that an individual character would follow.  
  Prestige. An adventuring party, per the following tables, 
  comes in the levels of Amateur, Veteran, and Elite. Amateurs 
  can be encountered in the upper reaches of Undermountain, 
  while Veterans can survive Levels 4-7. Elite parties can be 
  found in the lower depths but still peter out around Level 11. 
  You can use these rankings to determine the statistics of 
  individual party members.  
  Members. Every party needs a leader and a second. 
  Additionally, in Undermountain, parties tend to follow the basic 
  paradigm of a defender, supporter, and a few strikers. Parties 
  always consist of at least three, but never more than six 
  members—too much loot to distribute, too many mouths to 
  feed, too many tempers for a leader to keep in check. Large 
  groups naturally splinter into smaller parties when its members 
  are too disgruntled by the status quo.  
   
   
   
  
   
  22 
  PARTY NAME 
  d10 Adjective 
  d10 Noun 
  1 Reasonable 
  1 Chaps 
  2 Last 
  2 Laugh 
  3 Crimson 
  3 Jesters 
  4 Platinum 
  4 Fist 
  5 [Location/Name]'s 
  5 Sneer 
  6 Desperate 
  6 Gang 
  7 Brass 
  7 Fellowship 
  8 Tart but Polite 
  8 Minstrels 
  9 Curious 
  9 Knights 
  10 Gilded 
  10 Curs 
   
  PARTY ALIGNMENT 
  d6 
  Alignment 
  d6 
  Alignment 
  1-2 Lawful 
  1-2 Good 
  3-4 Neutral  
  3-4 Neutral 
  5-6 Chaotic 
  5-6 Evil 
   
  PARTY MEMBER RACES 
  d10 Race 
  d10 Race 
  1 
  Human 
  6 
  Elf 
  2 
  Halfling 
  7 
  Half-orc 
  3 
  Gnome 
  8 
  Half-elf 
  4 
  Dragonborn 
  9 
  Tiefling 
  5 
  Dwarf 
  10 
  GoblinVGM 
   
   
  PARTY TRAIT 
  d8 Trait 
  1 Cautious. The party lives by this proverb: "There are 
  brave adventurers and old adventurers—but no old, brave 
  adventurers."  
  2 Opportunist. The party never assists unless victory is 
  assured, and they can reap some of the rewards. 
  3 Greedy. The party will risk it all for a few coins more. 
  There's no limit to how much they can covet.  
  4 Self-Righteous. The party believes its actions, and itself, 
  to always be in the right, no matter what. Often, they have 
  a cause they champion.  
  5 Compassionate. The party will assist others they deem 
  trustworthy, even to their own detriment.  
  6 Loyal. The party's word is their bond. Even in the face of 
  overwhelming odds, they'll stand beside their friends and 
  allies, never forsaking each other. 
  7 Treacherous. Any way the wind blows—that's the party's 
  creed. So long as they emerge on top, no price is too great. 
  Alas, this treachery all but ensures that they can never trust 
  each other. 
  8 Survivors. The party will weather any cost to their wallet, 
  conscience, or soul if it means they'll make it just one more 
  day. 
   
  PARTY DEFENDER STATISTICS 
  Prestige Statistics 
  Amateur Berserker (CR 2) or Knight (CR 3) 
  Veteran Gladiator (CR 5)  
  Elite 
  ChampionVGM (CR 9) 
   
  PARTY SUPPORTER STATISTICS 
  Prestige Statistics 
  Amateur Priest (CR 2) or Druid (CR 2) or BardVGM (CR 2) 
  Veteran IllusionistVGM (CR 3) or EnchanterVGM (CR 5) 
  Elite 
  War priestVGM (CR 9) or DivinerVGM (CR 9) 
   
  PARTY MARTIAL STRIKER STATISTICS 
  Prestige Statistics 
  Amateur Spy (CR 1/2), Noble (CR 1/8) or Scout (CR 1) 
  Veteran Bandit Captain (CR 2) or Archer (CR 3) 
  Elite Assassin (CR 8) 
   
  PARTY SPELLCASTER STRIKER STATISTICS 
  Prestige Statistics 
  Amateur Cult Fanatic (CR 2) 
  Veteran Mage (CR 6), Drow Mage (CR 7) or Warlock of the 
  Great Old OneVGM (CR 6) 
  Elite EvokerVGM (CR 9) or NecromancerVGM (CR 9) 
   
  CHARACTER CREATION 
  This adventure is a curious one. It's designed to see adventurers 
  from 5th-level to the mythic fourth tier of play—and yet, since 
  it's all confined in one dungeon, little story can be expected to 
  develop. Further, a high mortality rate can be expected given 
  Undermountain's lack of civilization and overabundant perils.  
  Personal Narrative. A campaign that reaches 17th-level, let 
  alone 20th, is the stuff of dreams for many a player. However, 
  given DotMM's lack of narrative, characters might lack for 
  personal growth unless you, the DM, go out of your way to 
  intertwine the adventurers' personal development with the 
  dungeon or allow them a brief foray to the surface. Several 
  quest hooks are included to alleviate DotMM's inherent flaw.  
  A Warning from Dragon Heist. Despite being advertised as 
  a sequel to Waterdeep: Dragon Heist, this adventure can't be 
  any more different. DotMM not only encourages but requires 
  characters optimized for combat, for a dungeon crawl—not the 
  intrigue-savvy characters designed to unravel plots and excel at 
  social encounters. If your players are intent on bringing their 
  Dragon Heist characters, don't skimp out on this warning. 
   
  PLAYER CHARACTERS 
   
  PARTY COMPOSITION 
  This adventure is, without all the bells and whistles, a 
  megadungeon crawl, harkening back to the ancient days of 
  D&D. While other published 5E adventures do their best to 
  dispel the necessity of having a dedicated healer and a dedicated 
  defender, DotMM essentially requires it. Parties that don't 
  follow this paradigm will find themselves in trouble later. 
  Danger Abounds. The adventurers will be hard-pressed to 
  find the time or safety for a long rest. They may often be forced 
  to travel through one or two levels before they can actually 
  rest—they shouldn't expect to begin or finish a new level with 
  the benefit of a long rest. Thus, a party that is overly-reliant on 
  long rests, as opposed to short rests, will struggle while parties 
  with fighters, warlocks, and monks will fare a bit better.  
   
   
   
  
   
  23 
  SKILLS, SPELLS, ITEMS & PROFICIENCIES 
  Much of DotMM is gated behind certain spells and languages. 
  Without giving spoilers to your players, warn them that the 
  following will go a long way: 
  • Languages such as Elvish, Dwarvish, Goblin, and Under-
  common are spoken by many denizens. 
  • Underrated spells such as comprehend languages, detect 
  magic, knock, identify, mending, speak with dead, and 
  tongues will prove very useful. 
  • Items such as rope, climbing gear, and dungeoneer's packs, 
  otherwise ignored by players, are needed. 
  • If you'd like to enforce the harsh reality of dungeon delving, 
  tools such as weaver's tools and the like, will be necessary for 
  repairing broken objects.  
   
  RACES OF UNDERMOUNTAIN 
  The resident of Undermountain make for great adventurers, 
  especially if they hope to put down the Mad Mage and spare 
  their people from his antics.  
  Deep Gnomes. While hardly mentioned, it's more than likely 
  that a few deep gnomes eke out a living in Undermountain. One 
  druid in particular once tended to a Zurkhwood grove on Level 
  4 before the aboleth Illuun arrived. If any player characters are 
  deep gnomes, they might be on a quest to find this wayward 
  druid (or perhaps they are the druid, if that character chooses 
  the druid class). See L4, Area 13 for details.  
  Drow. The bowels of Undermountain teem with drow as 
  Houses Freth and Auvryndar duke it out for sovereignty. A 
  drow character could be an exile, a member of a vanquished 
  house, or belong to either two. House Freth is the more 
  sympathetic of the two, if only for the fact it hasn't antagonized 
  the adventurers like House Auvryndar has. 
  Duergar. Since ancient days, the duergar have claimed the 
  depths of Undermountain as their own. Their clans now comb 
  the dungeon for riches. On L6, Clan Ironeye searches for the 
  tomb of Melair, king of the Melairkyn dwarves. On L21, a host 
  of exiles eke out a living in the old Deepmines, hoping to buy 
  their way out of exile.  
  Gith. From the Crystal Labyrinth, a githyanki force wages 
  war against the mind flayer colony of Seadeeps. Additionally, 
  a group of githzerai inhabit Level 15, ready and willing to aid 
  their distant cousins if the need arises. Gith characters may be 
  disgruntled with their organizations' tactics, or might be 
  shunned as failures, and therefore could join the adventurers in 
  the hope of eradicating the colony.  
  Goblinoids. Bugbears, goblins, and hobgoblins permeate the 
  upper reaches of Undermountain, often serving in the Xanathar 
  Guild, the Legion of Azrok, or the Goblin Bazaar. Goblinoid 
  adventurers could be recruited from any of these factions with 
  motivations of expanding its influence or escaping out from 
  under the thumb of their rulers. For example, a member of the 
  Legion of Azrok might discover that intellect devourers have 
  replaced the minds of many of the Legion's finest. Fearing for 
  their own life, they might get out before it's too late. See Volo's 
  Guide to Monsters for details on goblinoid player characters. 
  Skullport Folk. The Port of Shadows has existed for so long 
  that it's feasible for almost any character of any race to emerge 
  as an adventurer. Characters are bound only (mostly) by their 
  imagination. Human Netherese descendants, grounded pirates, 
  estranged drow, lone survivors of past adventuring parties—
  any manner of folk can be found in the Port of Shadows and 
  welcomed into the party's ranks.  
   
  REPLACING PLAYER CHARACTERS 
  So, you must wonder, what if a player's character dies? How 
  will you introduce this new character with the adventurers so 
  far from the surface? A number of ideas abound: 
  Halaster's Game. No matter who the player character is, for 
  some inscrutable reason, the Mad Mage has determined that it 
  is his or her fate to toil on his insidious game show. He has since 
  teleported the character to Undermountain.  
  Lone Survivor. The player character is the last survivor of a 
  doomed adventuring party that has seen many of the previous 
  levels. By happenstance, they run into the party.  
  Escaped Slave. The player character was enslaved by the 
  drow, Xanathar Guild, the Legion of Azrok, or by the aboleth 
  of the Twisted Caverns.  
  Petrified. The player character was one of the many creatures 
  petrified in Halaster's storage vault on L2, Area 25. Someone 
  has freed them from that stony fate and loosed them back into 
  the world.  
  Skullport. Skullport teems with seedy individuals or waylaid 
  immigrants. While large vessels cannot reach the harbor, 
  smaller boats can, and any character may have washed up at the 
  Port of Shadows. They may also be one of the prisoners held on 
  Skull Island. If the party is imprisoned by the Xanathar Guild, 
  they can easily meet the new player character and then stage a 
  prison break. 
   
  THE CALL TO ADVENTURE 
  Why venture to Undermountain? It's a good question, one to be 
  asked by both you and your players. Unlike other adventures 
  whose motives boil down to saving the world or escaping some 
  dark prison, DotMM is one that is, seemingly, spurred only by 
  the lust for gold and glory. It therefore falls upon you to keep 
  your players invested in Undermountain. The universal motives 
  of gold, glory, and power can only interest the adventurers for 
  so long, especially as they get to the more lethal levels. It's 
  recommended you instead turn to your own players as a source 
  of creativity.  
  You can use any of the following hooks to help involve your 
  players' characters in the narrative. Some minor spoilers exist, 
  such as the existence of an illithid colony, so you'll need to suss 
  out how much you can share with your players.  
   
  HALASTER’S GAME 
  Best for: All adventurers 
  Much to their mounting horror, the adventurers learn that the 
  Mad Mage has chosen the current party and that all the initial 
  circumstances leading them to Undermountain were carefully 
  orchestrated by Halaster Blackcloak himself.  
  The characters might reflect on moments where a crotchety 
  old man shouted in a bar “Ye’ll never be nothin’ if ye cain’t 
  survive the horrors o’ Undermountain” or whispered, “Gold and 
  glory awaits all those brave enough to descend into 
  Undermountain—the greatest dungeon in the world. Legends 
  are forged there, and fortunes found.”  
  Perhaps a financial calamity was put upon their family. 
  Perhaps a natural disaster destroyed their home. Perhaps a lost 
  friend or brother has prompted this delve into Undermountain. 
  Perhaps these were all orchestrated by Halaster Blackcloak's 
  insidious wish spells. 
   
   
  
   
  24 
  THE ACADEMY BECKONS 
  Best for: Bards, sorcerers, warlocks, wizards 
  Halaster, or the faculty of Dweomercore, has reached out to an 
  arcane spellcaster, such as a bard or wizard, and invited them to 
  the arcane academy on Level 9. Alas this “full-ride scholarship” 
  can’t be refused, but also can’t be earned unless the character 
  braves the first eight floors of Undermountain.  
   
  CALASSABRAK'S COMEUPPANCE 
  Best for: Duergar nobles 
  Prince Valtagar Steelshadow, the disgraced duergar prince, has 
  brought dishonor to his family. A duergar adventurer may have 
  a bit of Steelshadow blood in his veins and hopes to elevate 
  him- or herself in the family by bringing Valtagar’s head back 
  to his older brother, King Horgar Steelshadow V. See Level 21 
  for more details. 
   
  DROW WARFARE  
  Best for: Dark elves 
  Drow belonging to House Auvryndar, Freth, or any related 
  vassal (or eradicated) house may feel compelled to oppose or 
  aid these houses.  
  House Tanor'thal. This drow house once ruled Skullport but 
  was toppled by the Xanathar Guild. Perhaps its survivors now 
  serve either Houses Freth or Auvryndar or hope to reclaim 
  Skullport as their own.  
   
  EXILED! 
  Best for: Criminals 
  Since ancient times, Waterdeep has rejected the "barbarism" of 
  executing criminals in favor of merely banishing them to 
  Undermountain. To return is to swing at the end of the noose, 
  and to remain risks being torn apart by whatever horrors roam 
  the dark. Any character, preferably with the Criminal 
  background, could have been sentenced here. Perhaps that 
  character will find the means to another land, emerging outside 
  of Waterdeep. Perhaps they'll find enough power or gold to 
  flout the law instead.  
   
  THE FINE FELLOWS OF DAGGERFORD 
  Best for: Bounty hunters, victims 
  A murderous band of adventurers called the Fine Fellows have 
  rampaged across the Sword Coast for almost three years. The 
  player character is one of the many who have been wronged by 
  this band and now they seek revenge—and they've since learned 
  that those bastards have delved into the lawless depths of 
  Undermountain. See L1 & 2 for more details.  
  Other Parties. Likewise, you can include other adventurers 
  or characters that may have wronged a player character, adding 
  them to Undermountain.  
   
  THE GITH'S CRUSADE 
  Best for: Githzerai or Githyanki 
  Gith characters, or characters with a personal history of facing 
  mind flayers, learn that there’s a colony deep below 
  Undermountain. They may wish to wage a crusade against this 
  colony or join the existing one.  
  Githyanki. Led by the cruel and deceitful knight, Al'chaia, 
  the githyanki raise and train their young on the asteroid 
  Stardock, since creatures don't age on the Astral Plane. An 
  adventurer may be a scorned or exiled knight fed up with 
  Al'chaia's lack of effective leadership or a young trainee 
  looking to prove themselves. 
  CALL TO ADVENTURE HOOKS 
  Hook 
  Suitable for… 
  Halaster's Game 
  All adventurers 
  The Academy Beckons 
  Wizards, sorcerers, bards 
  Calassabrak's Comeuppance Duergar nobles 
  Drow Warfare 
  Drow nobles 
  Exiled! 
  Criminals of Waterdeep 
  Fine Fellows of Daggerford Victims of the Fine Fellows 
  The Gith's Crusade 
  Githyanki, Githzerai 
  Legacy of the Melairkyn 
  Dwarves, anthropologists 
  The Legion Calls 
  Goblinoids  
  Moonstar Redemption 
  Moonstar nobles 
  Patron's Favor 
  Warlocks 
  Straight Outta Skullport 
  All adventurers 
  Torm's Shame 
  Clerics or devotees of Torm 
  Wyllow's Consort 
  Druids, rangers, clerics 
   
  Githzerai. Four githzerai inhabit Level 15, keeping a close 
  eye on their cousins' war with the illithids. Yrlakka, their leader, 
  hails from the Sha'sal Khou, a renegade faction that hopes to 
  unify the gith race.  
   
  LEGACY OF THE MELAIRKYN  
  Best for: Dwarves, archaeologists & other scholars 
  Dwarf characters, particularly archaeologists, know that 
  Undermountain was once the realm of the legendary Melairkyn 
  dwarves. They fell eons ago to the drow and duergar, but their 
  legacy might remain intact—or, somewhere in the ashes, there 
  still might lie the secret of their great success. See Level 6 for 
  more information.  
   
  THE LEGION CALLS 
  Best for: Goblins, hobgoblins & bugbears  
  Goblinoid characters hear word of either the Legion of Azrok 
  under command of the hobgoblin warlord, or the Death’s Head 
  Phalanx under the command of Azrok’s estranged son, 
  Doomcrown. Hungering for glory, favor, or the pride of 
  serving, the adventurer heads to Undermountain. See Levels 3 
  and 14 for more details on these legions.  
   
  MOONSTAR REDEMPTION 
  Best for: Human or half-elf Waterdhavian nobles 
  If a human or half-elf character belongs to House Moonstar of 
  Waterdeep, they might feel compelled to restore their family’s 
  honor by eradicating the Shar cultists of Vanrakdoom on Level 
  18 of Undermountain.  
  As described in "The Dark Fate of Lord Vanrak Moonstar" 
  on L18, House Moonstar has since prospered with the death of 
  Vanrak. It is ruled by the senile Lady Wylynd Moonstar. She 
  has designated her half-drow grandnephew, Helion Moonstar, 
  as the heir to the house. There are those in House Moonstar that 
  chafe and scoff at such a decision—and many wonder if another 
  family member could transcend Helion by eradicating the last 
  of the Shar cultists of Vanrakdoom, thereby purging House 
  Moonstar of Vanrak's shadow once and for all. An adventurer 
  belonging to House Moonstar may then view Undermountain 
  as the engine of their ascendance. Alternatively, the character's 
  friend or spouse may belong to House Moonstar, and the 
  adventurer may wish to elevate them to the throne.  
   
   
   
  
   
  25 
  PATRON'S FAVOR 
  Best for: Warlocks 
  A warlock's patron may have a vested interest in the dealings of 
  Undermountain. This interest will vary not only by the patron's 
  own identity, but it's very race. Follow the suggestions below: 
  Archfey. An archfey may covet Wyllow's sylvan realm on 
  Level 5 and orchestrate her downfall through the warlock. Or, 
  Otto the Faerie Dragon on Level 7 may have once slighted the 
  archfey and it now demands its painful, humiliating death. 
  Celestial. Similar to Torm's Shame (see below), a celestial 
  patron may wish for the warlock to venture to Level 21 and 
  either bring the fallen planetar back into the light—or cleanse 
  its shadow from the world.  
  Fiend. A demonic patron may wish for Skullport to fall to 
  anarchy and thereby conspires to topple the Xanathar Guild 
  without any viable regime to follow. A devil patron may have a 
  would-be tyrant/puppet ready to seize control. All the fiend 
  needs is for the warlock to fan the flame of rebellion against the 
  Xanathar Guild into a raging inferno.  
  Great Old One. Rarely is a Great Old One patron even aware 
  of its warlock. Therefore, the warlock may be interested in the 
  Knot in the Weave far below Undermountain, researching it for 
  the sake of knowledge. Or, perhaps, the warlock is intrigued by 
  the Shadowdusk's dealings with the Far Realm on Level 22 and 
  wish to see the horrors themselves firsthand, or apprehend their 
  research.  
  Undying One. On L20 lairs Ezzat the Lich. The Mad Mage 
  seeks to destroy the troublesome undead—who might very well 
  be the warlock's patron, requiring their aid. Alternatively, the 
  demilich Branta Myntion (see L23, A24) could be their patron. 
   
  STRAIGHT OUTTA SKULLPORT  
  Best for: All adventurers 
  Characters that grew up in or have spent several years in 
  Skullport may be keen to finally escape the Port of Shadows—
  but know they need wealth or experience before going to the 
  surface. This is especially useful as a replacement for any future 
  characters in case the original adventurers die.  
   
  TORM’S SHAME 
  Best for: devotees of Torm, clerics 
  The God of Courage and Self-Sacrifice now cringes with 
  shame, for one of its divine planetars has fallen from grace and 
  rules from deep in Undermountain. The planetar can only be 
  shown the error of its way by one of Torm’s faithful—and thus, 
  the adventurer has received divine guidance from their lord to 
  redeem the angel. See Level 21 for more details. 
  Alternatively, Torm sends his champion to destroy or redeem 
  the death knights Dezmyr and Zalthar of Shadowdusk Hold, 
  who were once paladins of Torm. Ultimately, however, these 
  fallen heroes are irredeemable. See Level 22 for details.  
   
  WYLLOW’S CONSORT 
  Best for: Druids, rangers, and nature clerics 
  The winds and birds carried a message far and wide: the elven 
  maiden has chosen this character (who is attuned to Nature) to 
  be her consort, to frolic in the wonders of Wyllowwood far 
  below the Undermountain. Alas, they must hurry, for other 
  suitors have been solicited, and the maiden grows lonelier by 
  the day. See Level 5 for more information. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  26 
  LEVEL I: THE DUNGEON LEVEL 
   
  "And so, the game begins—my game," – Halaster Blackcloak 
   
  QUICK NOTES 
  • 
  Your foremost goal is to steer the party towards A27, the 
  Hidden Demiplane, so as to introduce them to the Mad 
  Mage. Halaster is the greatest facet of this adventure and 
  providing him facetime is necessary to underscore what 
  sort of insidious game the adventurers are now trapped in.  
  • 
  The Undertakers are hostile but sensible. They merely rely 
  on threats and force but quickly yield. They'd sooner let the 
  adventurers pass by than die for a handful of gold. They 
  will trade information about the dungeon for their lives.   
  • 
  A rift has grown between the Undertakers' leaders, Uktarl 
  and Harria. Consider either a comically insignificant cause 
  for their falling out, such as a misplaced memento, or a 
  more serious one like using a doppelganger to "test" the 
  other's fidelity.  
  • 
  Manticores (see A16) speak Common! Consider instead 
  having them mock the adventurers and goad them into 
  combat rather than attacking them outright, and don't forget 
  that they can fly—grapple the gnome and ascend! 
  • 
  The revenant (see A37) is a source of excellent roleplay 
  and makes a valuable ally for both the DM and players: he 
  can assist the party but has a guaranteed expiration date: 
  once his vengeance is fulfilled, his soul is finally at rest. 
  There's no worry in bloating the players' firepower from 
  now until the possible end of the campaign as you often get 
  when adding an NPC ally to the group.  
  • 
  Remember that tunnels on the edges of the map lead to 
  uncharted depths or back into the mapped dungeon. You 
  can add whatever you want along those paths.  
  • 
  Separated from civilization, the adventurers must track 
  their inventory—you must track their inventory, otherwise 
  they have no need to return to the surface.  
  • 
  Every time the adventurers return to a previous level, new 
  occupants will be there to reshape it in the aftermath of a 
  power vacuum.  
   
  BEFORE THE DESCENT 
  Undermountain offers no shortage of fortune or peril. For fame 
  and glory, perhaps even power, the adventurers have committed 
  themselves to those foul depths. After a night of drinks and 
  debauchery—a night that might be their last—the adventurers 
  have arrived at the Yawning Portal, groggy eyed and sobered 
  by the reality of Undermountain. 
  Provisioning. Dungeon of the Mad Mage is a dungeon crawl, 
  a tale of caustic survival. If the adventurers want to make it out 
  alive, they better be prepared—because once they're down 
  there, the way back is rife with danger. They're advised 
  (through patrons, friends, and other learned folk) to bring 
  torches, antivenom, rations for at least two weeks, healing kits 
  and more. 
  Rumors & Warnings. Undermountain is older than the city 
  above and has produced countless tales, legends, and omens. 
  Before the party descends, they can carouse with other patrons 
  in the Yawning Portal to learn more about the dungeon. In 
  addition to the Secrets Deck (described in App. C of DotMM), 
  you can provide any of the information below:  
  • "Folks have been sayin' there's a vampire out there on the first 
  level o' the dungeon. Expects a toll to be paid, or eternity as 
  her thrall." 
  • "Goblins got some sorta bazaar down there in the depths. It's 
  worth checkin' out. Mayhaps they've got bread." 
  • "Better bring antivenom. Those depths are crawling with them 
  spider-loving drow." 
  • "Watch out for signs of Tunnel Madness, friend. Starts slow, 
  but soon it's flowerin' like a plague. Don't need any monsters 
  down there to doom a party. Worst monster is man, just you 
  watch." 
  • "Far below the surface is Skullport: a subterranean port of 
  thieves and slavers and pirates set on a sunless sea. The night 
  life is insane." 
  • "Trust no one. A friend on the surface would just as soon as 
  cut your throat for lamp oil." 
  • "Beware the wrath of Xanathar—even in the depths the guild 
  has worked its influence." 
  • "Legends say Halaster Blackcloak had seven apprentices, all 
  sharing a shard of his madness. Even now, centuries later, 
  they might still be kicking around in the dark. Watch out." 
   
  Durnan's Advice The innkeeper of the Yawning Portal might 
  offer some advice to the adventurers before they descend into 
  Undermountain. Ever a man of brevity, his advice is brutally 
  simple. Read the following: 
  Durnan pulls you aside, his grim face as stoic as stone. As 
  he fills a flagon with ale, he tells you, "Remember. There 
  are brave adventurers and old adventurers—but no brave, 
  old adventurers. Be smart down there. Know when to run. 
  Know when there's nowhere to run to." 
   
   
   
  
   
  27 
  RANDOM ENCOUNTERS 
  d8 Encounter 
  1 Goblin Skull Hunters (see DotMM) 
  2 A Cloud of Stirges 
  3 Arrows Galore 
  4 Shield Guardian (see DotMM) 
  5 Discarded Satchel 
  6 Carrion Crawlers (see DotMM) 
  7 Corpse 
  8 All Hail the Ghoul King 
   
  RANDOM ENCOUNTERS 
  Wandering monsters can be encountered throughout the 
  dungeon, especially if the adventurers stop for a rest or visit an 
  otherwise empty area. Three encounters are already described 
  in DotMM. Additional encounters are included below. Roll a d8 
  and consult with the table above.   
   
  A CLOUD OF STIRGES 
  There is no wind in this foul place, but in the shortening 
  distance you hear the flutter of wings. Many, many wings. 
  Out from the dark comes a cloud of minute, bat-like 
  creatures wielding bloodied proboscises. 
  Stirges descend upon the adventurers, totaling 2d4+2 in 
  number. They latch on to the least armored creature.  
   
  ALL HAIL THE GHOUL KING 
  A gang of ghouls (1d4+2 in all) recently found an old jeweled 
  crown and have lost themselves in a chivalric fantasy. They 
  pretend to be knights serving "the king." When they encounter 
  the adventurers, they demand the king's tax be paid: one 
  humanoid to be slain and devoured, a feast the ghouls offer the 
  adventurers to partake in. They suggest that the tax be collected 
  from the Undertakers or the Xanathar Guild—though a single 
  goblin is only worth half a humanoid.  
  The ghouls become unhinged and hostile if their fantasy is 
  ruined. On some level they each know that this is all make-
  believe but can find nothing else to soften the monotony of 
  undeath. They claim to obey standards of honor (gleaned from 
  their many past captives, one of which was a knight) and 
  faithfully serve King Ghanash, a ghast which can be found in 
  Area 17B, being pampered by four ghouls.  
  Ghanash's gold, ruby-bejeweled crown is worth 250 gp. It 
  was found on a lower level of Undermountain and brought up 
  by adventurers who died on their way out of the dungeon.  
   
  ARROWS GALORE 
  The adventurers encounter a trap set by Halaster. Inscribed 
  upon a surface is a glyph of warding that triggers a spell of 
  cordon of arrows (spell save DC 18). It launches eight arrows, 
  each dealing 1d6 piercing damage to the creature that triggered 
  the trap. On a success, a creature takes half damage.  
   
   
  SATCHEL CONTENTS 
  d8 Contents 
  1 Explorer's pack 
  2 
  Roll a 3d4. The satchel contains spell scrolls; roll thrice 
  to determine each scroll: a scroll of healing word (1), 
  augury (2), burning hands (3), or knock (4).  
  3 A gold locket with an inlaid portrait of an elven woman 
  worth 75 gp 
  4 2 healer's kits, an unlit torch, and moldy, bloodied 
  bandages from wounds long since healed 
  5 1d4+1 potions of healing 
  6 Roll a d4. The satchel contains a holy symbol of: Shar 
  (1), Helm (2), Selûne (3), or Tyr (4) 
  7 A jar of eyeballs. Just a jar full of eyeballs.  
  8 A map detailing Level 1 of Undermountain. There's a 
  75% chance that it is inaccurate.  
   
  CORPSE 
  The adventurers come across a corpse, the circumstances of 
  which are determined by a d4.  
  1. The corpse belongs to a Xanathar Guild goblin riddled with 
  crossbow bolts. It carries a missive addressed to the bugbears 
  of Big Ears Watch Post (Area 39) and describes a plot to invade 
  Skullport on the third level of the dungeon.  
  2. This male human corpse is fresh and will attract the 
  attention of a carrion crawler if the adventurers linger for more 
  than three rounds. The human clearly starved to death.  
  3. The corpse is a butchered lamb, still fresh. It was once a 
  halfling adventurer afflicted by a spell of true polymorph by 
  Arcturia, Halaster's apprentice. The transformation became 
  permanent. That the adventurer managed to make it back to the 
  Dungeon Level is a feat unto itself. Unfortunately, it could not 
  climb the rope back to the surface. If scrutinized under a spell 
  of detect magic, a heavy cloud of transmutation magic lingers 
  over the corpse.  
  4. The corpse belongs to a condemned criminal (a female 
  human) that fled into Undermountain. Tattooed on her neck is 
  the black, flying snake symbol of the Zhentarim. Her left foot 
  is shattered, and the hallway is smeared with her blood. Upon 
  the wall she's written, "Gods watch over me" in her own blood.  
   
  DISCARDED SATCHEL 
  The adventurers find a satchel, potentially filled with goods to 
  help them on their journey. The satchel may be stained with 
  blood or yellowed with age depending on its contents. Roll a d8 
  to determine the satchel's contents and consult the table above. 
   
   
   
  
   
  28 
  AREAS OF NOTE 
  The following areas are of note: 
   
  1. ENTRY WELL 
  Down and down into the mythic depths you descend while 
  the winch creaks and groans. Adventure awaits, but so too 
  does death. A death that has claimed countless souls, 
  many of them quicker and cleverer than you could ever 
  hope to be. What do you truly hope to find down here? 
  Fame? Fortune? Power? Countless others have too, and 
  this dungeon is their tomb.  
  Your feet touch sand and the last torchlight of the world 
  above flickers. The distant sounds of the Yawning Portal 
  dwindle into thundering silence. Your eyes adjust to the 
  gloom: shields galore line the walls, all dented, all stained 
  with graffiti… On the wall is a message written in Elvish 
  script. Written in blood.  
  To quickly determine the trinket found in the sand, roll a 
  d10 and consult the table.  
   
  THE BLOODY MESSAGE 
  The message, written in Elvish, has been expanded. Read: 
  Beyond the pillars the Mad Mage waits 
  peering from behind those arcane gates 
  Ever searching for one of worth 
  and burying all else in the tepid earth  
  If you're running the Halaster's Game variant, add "WELCOME 
  TO THE SHOW" to this message.  
   
  6. UNDERTAKER'S WATCH POST 
  Here toils a gang of failed thespians that now extort adventurers 
  on their way through Undermountain. Them's the breaks.  
  Roleplaying the Undertakers. As failed actors and singers, 
  the Undertakers take to their new roles with gusto—they really 
  ham it up. Every successful extortion, every adventurer sent 
  running, is worth a thousand reviews from Waterdhavian critics 
  and broadsheets. However, theirs is a life of desperation. Many 
  fear the law's wrath that might come should they surface. Some 
  may have even fallen prey to weave addiction (see HG).  
  Commodities. As dwellers of the deep, the Undertakers 
  would kill (literally) for any of the comforts of the world above: 
  fresh fruit, clean clothes, lamp oil, reading material, new 
  bedding, and the like. Every so often they send the 
  doppelgangers up to the surface to shop for these materials, who 
  take on new appearances each time so none of the Yawning 
  Portal patrons know that they belong to the gang of thieves that 
  extort adventurers. If the adventurers have any of these things, 
  they may find that they can barter with the Undertakers—or that 
  these "vampires" have a keen obsession with something so 
  mundane.  
   
  6A. THE SHOWDOWN 
  "Halt!" rumbles a voice from the dark. Torchlight sputters 
  in the chamber, silhouetting nine figures. Yellow fangs 
  gleam with red grime. "You stand in the dreaded crypts of 
  Countess Harria herself—and our master shall have her 
  due, you cattle. Choose now: gold or blood, lest you be 
  damned like us." 
  TRINKETS IN THE SAND 
  d10 Trinket 
  1 A rotted lucky rabbit's foot 
  2 A glass eye 
  3 A gold monocle worth 10 gp 
  4 A receipt from Ed's Adventure Emporium for rope, rations, 
  and "dungeon bunnies" 
  5 A broken gnomish lamp 
  6 An insignia from the Waterdeep City Guard 
  7 A severely inaccurate map depicting Level 1 
  8 A bronze mask in the shape of Halaster's visage 
  9 A manticore tail spike tipped in dried blood 
  10 A morbid diary describing an adventurer's trek through the 
  first three levels of Undermountain 
   
  The voice belongs to Uktarl. He's learned that having an unseen 
  countess (Harria Valashtar) is far more frightening than 
  presenting himself as the vampire lord and instead acts as her 
  envoy. Despite the two lovers' recent falling out, Uktarl gives 
  the performance his all.  
  Several of the bandits are dressed in rags. Carefully applied 
  make-up paints them as walking corpses: vampire spawn. If 
  questioned, they pretend to be fallen victims of the countess, 
  now enslaved to her will for all eternity.  
   
  10. CUBICLE OF SKULLS 
  You come upon a stone door. Engraved into the lintel is a 
  message that reads: "CONTESTANTS."  
  "Contestants" refer to the countless fools that found themselves 
  trapped on Dungeon of the Mad Mage. Once the door is opened, 
  skulls tumble out. Add the following description:  
  The room teems with skulls—some scorched, some 
  nicked, some with combovers of rotting flesh, but all 
  underneath a frayed banner that reads: "WELCOME, 
  GUESTS!" 
   
  13. EMPTY ROOM 
  This room is under an illusion from one of Halaster's regional 
  effects, painting it as an upside-down den. Read the following: 
  Squealing on its hinges, the door opens upon a reversed 
  room. A fireplace hangs from the ceiling, casting shadows 
  across the den. Upside-down bookshelves teem with 
  ancient tomes. Some float in the cold air, opened on their 
  spines. A high-backed chair is firmly set on the ceiling, its 
  arms nicked and scarred.  
  You may also want to consider planting a bronze mask here, so 
  your players can access Halaster's Hidden Demiplane (see Area 
  27). If so, it floats just within arm's reach in the center of the 
  room. If a character takes the mask, the illusion shatters. The 
  den becomes an empty stone room—but the mask is real.  
   
   
   
  
   
  29 
  MAGIC HATE BALL 
  d12 Answer 
  1 "Yeah, go for it." 
  2 "Do it, you coward." 
  3 "You know in my heart that it's wrong." 
  4 "Reconsider it. Twice, maybe." 
  5 "Sure, why not?" 
  6 "I wouldn't do that if I were you. But I'm not you." 
  7 "That way lies death. Probably." 
  8 "Was your father man enough to do it?" 
  9 "Brave men make great cannon fodder." 
  10 "Let your hatred burn. Conquer all before you. Accept 
  nothing less." 
  11 "Don't ask me. I'm a shriveled heart." 
  12 "You're a champion. You can do just about anything."  
   
  14. LITTLE BOX OF HORRORS 
  The tunnel slants downward, pressing in on you. Your 
  footfalls echo, spinning a bumpy yarn—and below that, 
  you hear something far more unsettling: a heartbeat. A 
  slow, methodical heartbeat that seems to pulsate through 
  the stone beneath your feet.  
  Sick with curiosity and dread, you come to a sunken 
  chamber. An orb of sizzling acid floats in the domed 
  ceiling, suspended by unseen magic. Below stands a four-
  armed piscine statue… and in its hands is a box. An ornate 
  box from which that foul heartbeat can be heard.  
  You can throw your adventurers a bone by making the heart the 
  equivalent of a Magic 8-Ball. If a creature attunes to the heart, 
  instead of dying (a rather anticlimactic end to a character), you 
  can instead allow them to ask questions to the heart—and they 
  sense the answers "in [their] heart." 
  The heart has a sliver of its owner's personality: that of a lazy, 
  corner-cutting student prone to acting first and thinking later 
  and unable to consider the consequences of its actions. It lacks 
  the awareness to know what fate befell it, but a dim part glowers 
  with hatred for Halaster Blackcloak and wishes to see the Mad 
  Mage's work undone. Whenever an attuned creature asks the 
  heart a question (no action required), roll a d12 and consult with 
  the "Magic Hate Ball" table.  
   
  16. MANTICORE DEN 
  Rather than immediately attack the adventurers, you can have 
  the three manticores here play with their food. The adventurers 
  may be surprised to learn that these beasts can speak, and might 
  chafe under their haughty demeanors. Read the following: 
  The chamber reeks with rot and waste. Its ceiling vaults 
  out above you, held up by crumbling pillars. As you enter, 
  a sinuous voice floats out from the dark: "Ah… The 
  newest guests. Welcome. Welcome to the show." 
  Your eyes strain to find the source of the voice. It rings 
  off every stone of this foul place… And out from the dark 
  stalks a beast with the face of a man, the body of a lion, 
  and the wings of a drake. Its spiked tail scrapes against a 
  nearby pillar.  
  "Yours is a special episode," says the beast, flashing a 
  smile far too human for your liking. "A special episode 
  indeed. The Mad Mage expects great ratings." 
  SICK TRIVIA 
  d8 Question 
  1 "Ancient is this realm. On the bones of what civilization is 
  the Mad Mage's dungeon built?" 
  2 "How much blood is in a dwarf's body?" 
  3 "Which mortal race makes for the gamiest meat?" 
  4 
  "This one's a riddle for you: 'Always hungry am I; always 
  I must be fed; the finger I lick will soon turn red. What am 
  I?'" 
  5 "What fungus comes alive and shrieks when it senses other 
  creatures nearby?" 
  6 
  "The dwarves chipped away at their precious mithral until 
  the drow came with sword and fire. Down went their 
  temples and up went the new. Which deity do these elves 
  worship?" 
  7 "Who amongst you has the juiciest thigh?" 
  8 "Which of you would scream quickest for mercy as your 
  entrails were knitted into a scarf?" 
   
  The primary manticore is merely entertaining itself while its 
  two companions move into position. Both are hidden. Contest 
  their Dexterity (Stealth) checks with the adventurers' passive 
  Perception. One is clinging to a pillar, ready to rain tail spikes 
  upon their prey while the other is prepared to land behind the 
  enemy ranks to attack weaker combatants. If a combatant looks 
  physically weak, the manticore attempts to grapple it and flies 
  up to the 80-foot ceiling. If the adventurers show a willingness 
  to talk, the other two hold off until afterwards; it's rare that they 
  have guests that listen to their prattling. To them, conversation 
  is music, at least until they grow weary of the company.  
  The manticores admire the Mad Mage, who keeps them fed 
  and entertained. They know nothing of his plans but are aware 
  of his penchant for calling Undermountain "a show" and imitate 
  his terminology.  
   
  HALASTER'S GAME: SICK TRIVIA 
  Under this variant, the primary manticore launches into a game 
  of trivia, asking macabre questions to the adventurers. These 
  questions are described in the "Sick Trivia" table above. 
  Answers range from subjective to concrete, described below. 
  The answer can be determined by succeeding on a particular 
  ability check. The primary manticore promises safe passage if 
  the adventurers correctly answer six questions before failing 
  three, but this is a lie. While the primary manticore is distracting 
  the adventurers, its brethren do their best to remain hidden, 
  making Dexterity (Stealth) checks.  
  The manticores are learned enough to know the answers to 
  their own questions, having repeated this game so many times 
  with other adventuring parties. They've also petitioned the Mad 
  Mage for secrets and lore so as to hone their trivia questions.  
  1. A character that succeeds on a DC 15 Intelligence (History) 
  check can recall that Waterdeep is built upon the bones of a 
  dwarven realm (the Underhalls of Melairbode) which itself was 
  built upon the ancient elven kingdom of Illefarn. This capitol 
  was named Aelinthaldaar.  
  2. A character that succeeds on a DC 14 Wisdom (Medicine) 
  check knows that there are six liters of blood in the average 
  dwarf's body: shorter than humans they are, sure, but stouter 
  too. 
   
   
  
   
  30 
  3. This question is subject to the whims of the manticore. A 
  character that succeeds on a DC 14 Wisdom (Perception) check 
  notices that the manticore's eyes linger on one character for a 
  split second when it asks this question, hinting that they're the 
  answer. 
  4. A character that succeeds on a DC 16 Intelligence 
  (Investigation) check can determine that the answer is "fire." 
  An answer of "manticore" or "you" elicits a hearty, unsettling 
  chuckle from the monster.  
  5. A character that succeeds on a DC 16 Intelligence (Nature) 
  check recalls that "shriekers" are semi-sentient fungi that emit 
  piercing screams when threatened.  
  6. A character that succeeds on a DC 13 Intelligence 
  (Religion) can recall that the drow worship Lolth, the spider 
  demoness.  
  7. A character that succeeds on a DC 16 Wisdom (Insight) 
  check can study the manticore's eyes and salivation and intuit 
  which of the adventurers it believes would make the best meal.  
  8. This question has no correct answer. If the adventurers 
  have made it this far, the manticore loses its patience and 
  initiates its inevitable betrayal.  
   
  27. HIDDEN DEMIPLANE 
  It's your top priority to steer the party towards this area, as it 
  puts a face to the infamous Mad Mage. If the players missed the 
  bronze mask (see A13, Companion and A21, DotMM) and it 
  seems they've no intention of searching for it, consider waiving 
  the requirement. To further entice your players, reshape the 
  alcove into a sunken archway and describe it as what appears to 
  be a portal frame. Etched into the frame is "COME HITHER" in 
  Common. Once they enter the portal, read the following: 
  The world itself shrinks to a gloomy realm that stretches 
  on in cold, stone pastures for as far as the eye can see. 
  Upon a freestanding wood wall hangs a portrait of a 
  wizard whose eyes shine with madness—and below sits 
  that same man, reading a tome in a high-backed chair. 
  The wizard looks from his tome and smiles. "Well, don't 
  just stand there like a boob. Three questions of this lair 
  you can ask; twice will the answer be true, and once false. 
  And be quick about it—the show must go on!" 
  First impressions matter. This is a defining moment of your 
  campaign as it determines who the Mad Mage is to your players. 
  The tone you strike now will be what sticks with them forever. 
  After three questions have been answered, you may want 
  Halaster to stick around for a bit or eject them from the 
  demiplane with a brutally simple gesture that demonstrates his 
  power, such as snapping his fingers or merely saying "See you." 
  The adventurers then awaken on their backs outside the 
  demiplane in A27.  
   
  EXPECTED QUESTIONS 
  It's difficult to anticipate your players' questions, but since this 
  is the first level of Undermountain, of the campaign, very few 
  earth-shattering questions could be asked and answered—no 
  questions or conspiracies should be looming large in your 
  players' minds. Still, the following samples can be provided. 
  They aren't bound by the rule of "the first is false, the rest are 
  true" described in DotMM.  
  If asked where he is currently, Halaster answers "Everywhere 
  and nowhere, but watching you. Always."  
  If asked what he wants, Halaster says, "Knowledge. Always 
  has it been knowledge—for that which exists without my 
  knowledge exists without my consent." 
  If asked why he created this death trap or settled in 
  Undermountain, he can either say "I love bringing people 
  together" or explain his hunger to reach the forgotten depths. 
  See "A Knot in the Weave" in DotMM's overview chapter for 
  more information. Not even Halaster can adequately identify 
  what lies below the earth, only that it calls out to him in his 
  troubled dreams.  
  If asked what sort of monsters lair in this death trap, Halaster 
  coyly answers, "Horrors from behind the stars and below the 
  earth. Horrors you shall perhaps one day know." 
   
  HALASTER'S GAME 
  The Mad Mage lays out the rules of his insidious game. See the 
  Halaster's Game chapter for details and read the following: 
  The mage shares a yellow smirk. "Yer mine. Ye've always 
  been mine since the day ye learnt to crawl. Yer life has 
  led you here. I've led you here."  
  Spreading his hands across his lap, Halaster Blackcloak 
  continues, "The rules o' the game are simple: die, ye lose. 
  Win, ye get yer freedom… and a wish. Anything ye can 
  imagine. And t'win, ye have to reach my lair—twenty-
  three levels below this delightful madhouse o' mine." 
  The Mad Mage looks past you and into the vista. His 
  accent has morphed into that of a stage director's. "The 
  game has been set, the stakes raised. Ladies, gentlemen, 
  fiends and friends: give it up for our contestants on this 
  season of Dungeon of the Mad Mage. Might they brave 
  the horrors of Undermountain and emerge victorious!" 
  All around you the world erupts into glorious applause 
  as some unseen and distant audience whoops and cheers, 
  hurling their taunts and praise. Your names are on the lips 
  of thousands—what the hell have you gotten yourself in? 
  The Mad Mage announces to that invisible audience, 
  "We'll be right back after this break. Now, a word from 
  our sponsors…" 
  Once this is read, Halaster snaps his fingers, shunting the 
  characters out of the demiplane. You can then include one of 
  the Transplanar Advertisements from Halaster's Game, reading 
  it to your players.  
   
   
   
  
   
  31 
  36. LOST HALLS 
  Once the gricks are slain, read the following: 
  Just as you cut down that last abomination and the sounds 
  of battle dwindle, you hear something else: weeping. 
  Shameless, broken weeping from behind a closet door. 
  The weeping leads the adventurers to Area 36B. 
   
  36B. TRAPPED FELLOW 
  If the characters investigate the weeping, read: 
  You swing open the door—and a shriek cuts through the 
  depths. A soiled, haggard young man, his eyes red with 
  tears, recoils from your sight. His hands instinctively 
  shield his face and groin as he screeches, "Mercy! For the 
  love of the gods, mercy, please!" 
  Kelim the Weasel, the resident coward of the murderous Fine 
  Fellows of Daggerford, provides a meaningful hook for Level 
  2 and demonstrates that not only the brave and righteous 
  descend to these black depths. 
  Roleplaying Kelim. Never one to cope well with stress, 
  Kelim is scared witless. He wants nothing more than to abandon 
  Undermountain but is too afraid to make the trek back to the 
  Entry Well. Without any shame, he resorts to begging to get 
  what he wants. 
  If the adventurers decide to escort Kelim back, roll for two 
  Random Encounters: one along the way, and one right before 
  A1, the Entry Well. When within sight of the Entry Well, Kelim 
  abandons the others to toss a gold coin into Durnan's bucket, 
  screaming for salvation. The trip, however, takes 10 rounds 
  while the fight rages on.  
  If the adventurers accept Kelim into their ranks, he proves to 
  be a liability before anything else. If the adventurers encounter 
  the Fine Fellows of Daggerford on Level 2, Kelim betrays them 
  for his old adventuring buddies. While his former companions 
  spared no time to search for him, he trusts more in their hard 
  will to live than the adventurer's altruism. He would rather side 
  with survivors than lay in bed with "fools." 
   
  ON THE FINE FELLOWS OF DAGGERFORD 
  Kelim is sure to be questioned about his former companions. 
  All are evil in some manner, but so is Kelim and he won't shed 
  light on those facts. They can all be found on Level 2, with 
  exception to Halleth who can be found in L1, A37.  
  The Fine Fellows have already been described in detail in 
  Other Adventuring Parties (see HG). Kelim describes his 
  companions in the following ways:  
  Copper Stormforge is a dwarven thief hungry for all that 
  glitters. "Copper's a prick, all right," Kelim admits, "but he 
  knows how to work a budget and keep us on track. Has an ear 
  for deceit and an eye for detail." 
  Halleth Garke is a half-elf cleric of Waukeen always 
  obsessed with fair shares. Unbeknownst to Kelim, Halleth was 
  murdered by the other Fine Fellows two days ago and has 
  returned as a revenant hellbent on revenge. Kelim says, "You 
  can bet Halleth is there with his hand out whenever there's coin 
  about—and nothing's free. Stiff him and you'll find his healing 
  magic used elsewhere. He carries a grudge like a mother carries 
  her child." 
  Midna Tauberth is a human priestess of Shar, the Lady of 
  Loss. She never backs down from a challenge. A character can 
  make a DC 14 Intelligence (Religion) check once they learn of 
  Midna's deity, recalling that Shar is an evil deity. "We thought 
  t'bring her, y'know," Kelim says, "because Shar's a patron of 
  miners and those that venture into the dark depths."  
  Rex the Hammer is a human warrior that hungers for fame 
  and fortune above all else. He's the Fine Fellows' cruel and 
  obstinate leader. "His head's full of bravery and nothing else," 
  Kelim says. "Real inspiring." 
   
  37. MAP ROOM 
  As you creep through the dungeon, your foot strikes a 
  loose stone, sending it tumbling down the hall. A voice 
  shortly thunders: 
  "You there! Answer my call and join me on this quest 
  for justice!" 
  The voice belongs to Halleth Garke, the murdered half-elf cleric 
  of Waukeen that has since risen as a revenant. Except for his 
  undergarments, he lies at the bottom of the pit described in Area 
  37, bereft of any possessions.  
  If the adventurers approach the pit, read the following: 
  A pit yawns in the center of the room. Its walls are as 
  smooth as a newborn's cheeks and at the bottom of its 
  rubble-strewn depths stands a bloodied half-elf. So 
  bruised is he that he's green and purple. His arm is bent at 
  an angle never intended by his creator. An eyeball hangs 
  by a tatter of flesh—but the elf shows no pain.  
  He meets your surprise with his good eye. "In the name 
  of Waukeen, hallowed be Her name, I compel you: free 
  me so that I may avenge my death and join Her Grace in 
  the gilded afterlife." 
  Halleth is deluded. He believes Waukeen herself has sent 
  Halleth back—that he's worthy of paradise; that this is just one 
  last hiccup that needs to be corrected before he can ascend to 
  her gilded hall. It doesn't even cross his mind that he might be 
  bound for the Nine Hells after sleeping with such evil dogs such 
  as the Fine Fellows.  
  If questioned, Halleth explains his "treacherous brethren" 
  beat him to death for demanding an equal share of treasure. He 
  promises anything if it will get him out of this pit. If Kelim is 
  present, he recoils with surprise and disgust at the fate that has 
  befallen Halleth. Although the two were never anything close 
  to friends, he never thought his companions would actually 
  murder one of their own. Outsiders? Sure. But Halleth?  
  Roleplaying the Revenant. Death has soured anything bright 
  in Halleth's soul or personality. Hate has scrubbed away any 
  desire for anything but vengeance. Once a man of mirth, the 
  revenant is now no-nonsense and focused only on his quest. He 
  is capable of showing gratitude for his rescue and will repay the 
  favor in kind, if only to help speed him on his journey to 
  wringing Copper Stormforge's thick little neck. All other 
  positive emotions are dulled and muted—and Halleth hardly 
  remembers what they feel like. 
   
   
   
  
   
  32 
  ON THE FINE FELLOWS OF DAGGERFORD 
  Like Kelim (see A36), Halleth can shed light on his former 
  companions—but now he has no reason to hold back the truth. 
  He speaks plainly and viciously of the Fine Fellows, revealing 
  their true nature.  
  If Kelim is with the party, Halleth decides to save him for 
  last. Despite Kelim having no part in his murder (Kelim had 
  already wandered off), Halleth is poisoned by hate and regret. 
  Death has made him reflect on his past sins, chief among them 
  being his tolerance for depravity. Kelim now stands as one of 
  four monuments to this fall from grace. Whenever the two are 
  alone, or the party is resting, Halleth promises Kelim an 
  excruciatingly slow and painful death—after witnessing the 
  grisly ends Halleth will deliver to the other Fine Fellows. 
  Kelim's only hope is for the three other Fine Fellows to die first, 
  which causes Halleth's soul to depart from this world.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EPILOGUE 
  Once the adventurers find the secret stairs leading to Level 2, 
  they should level up to 6th level.  
  Choose one of the following narrations to cap off your 
  session of Dungeon of the Mad Mage: 
   
  THE STANDARD SEND-OFF 
  The stairs yawn before you like the gullet of a great beast 
  that promises you nothing but pain. With sweat on your 
  brow and blood on your blades, you look to it and grin. 
  Already 
  you've 
  conquered 
  the 
  first 
  level 
  of 
  Undermountain—what's another twenty or so? 
  You share a glance, a smile, and descend together into 
  those mythic depths where the greatest heroes are forged. 
   
  THE HOST'S SEND-OFF 
  If you're running the Halaster's Game element, in which the 
  adventurers are the contestants on Halaster's hit transplanar 
  game show, consider the send-off below, in which Halaster 
  telepathically speaks to the party:  
  As you clamber down the stone steps, your hearts 
  emboldened and your limbs weary, applause rings out. It 
  rings out not from the stones of this place but the corners 
  of your mind. A voice booms within your skull: 
  "And so, after great peril and bitter victory, our newest 
  guests delve deeper into Undermountain, and we at home 
  must wonder: who are these blind fools? What do they 
  want? Who do they wish to be? What horrors shall they 
  face next? Who shall fall and who shall live under the 
  shadow of failure? Find out all these and more next time 
  on Dungeon of the Mad Mage!"  
  Music begins to play within your heads, jaunty and 
  jovial and maddening. You look through the stone ceiling 
  to the gods above and pray for it to stop.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  33 
  LEVEL II: THE ARCANE CHAMBERS 
   
  "And deeper do our contestants delve, down through the halls of my black arcade." – Halaster Blackcloak 
   
  QUICK NOTES 
  • 
  The goblins of the bazaar are not hostile and should go to 
  great pains to keep the peace.  
  • 
  The highlights of this level include: The Fine Fellows of 
  Daggerford; Kalabash and Trenzia, the past apprentices of 
  Halaster; and the politics raging about the Xanathar Guild. 
  • 
  It can be difficult to present the feud between the Xanathar 
  Guild and the wererats. See "Flight of the Wererat" in the 
  Special Events of the Goblin Bazaar to present it to your 
  players and use Yek the Tall as a mouthpiece to describe 
  the conflict.  
  • 
  There are two gates on this level (Areas 5 & 12). The party 
  must be 8th- & 9th-level to use them.  
  • 
  Mimics abound (see Area 22F) so torture your players with 
  messages like "That's probably not a mimic," possibly even 
  telepathically whispered by Halaster.  
  • 
  To get to L3, the adventurers must pass through a Xanathar 
  Guild outpost (A20). By brandishing the Guild's symbol, a 
  circle with ten equidistant spokes, the adventurers can pass 
  through unmolested by the beholder zombie that guards 
  the passage. Rizzeryl has one of these symbols.   
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  There are a few considerations from Level 1 that you need to 
  keep in mind when running this chapter: 
  The Revenant. If the adventurers freed the revenant in Area 
  37 of Level 1, he wastes no time in exacting his vengeance. See 
  Halleth's Revenge for more details.   
  Kelim the Weasel. If he was rescued in Area 36 of Level 1, 
  but not allowed to leave Undermountain, Kelim has no choice 
  but to follow the adventurers. He will recognize his former 
  companions, the Fine Fellows of Daggerford—and possibly be 
  goaded into betraying his saviors for them, if the Fine Fellows 
  can regroup.  
  The Missing Prototype. The Undertakers took advantage of 
  a flesh golem that wandered up to Level 1; it likely originated 
  from Trenzia's laboratory, A7. 
  Xanathar's Guild. It's conceivable that, if the Guild was 
  thwarted by the adventurers on Level 1, they would send word 
  to the outposts here on Level 2. The Guild may send agents to 
  the goblin bazaar or through the halls to find, kidnap, and 
  punish these brazen fools.  
   
  HALLETH'S REVENGE 
  Hungering for sweet, sweet revenge, Halleth Garke wastes no 
  time in seeking out his treacherous comrades, the Fine Fellows 
  of Daggerford—assuming the adventurers freed him from L1.  
  Halleth's victims-to-be number three: the dwarven scout 
  Copper Stormforge, the human priestess of Shar, Midna 
  Tauberth, and Rex the Hammer, a human champion. They can 
  be found in Areas 1E, 11, and 13, respectively.  
  Roleplaying the Revenant. Halleth believes this vengeance 
  is a quest offered by his deity, Waukeen—that this is the final 
  trial before everlasting paradise. He's sorely mistaken. While 
  Halleth was not completely evil in life, his tolerance for it has 
  damned his soul to the Nine Hells. Yet he'll go on and on about 
  that "next gilded world" which his soul, apparently, will join.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RANDOM ENCOUNTERS 
  Monsters wander this level in search of food. You can use the 
  following encounters to spice up Level 2: 
   
  A GRICK AND ITS GOBLIN 
  Shrill shrieks echo across the darkened halls as wet flesh 
  slithers against stone and nails scrape against any 
  handhold they might find.  
  A grick has ensnared a goblin and is pulling it away into a 
  nearby crevice to feast. In Goblin, the poor fellow screams for 
  help: from the gods, from his brethren, from his very mother. 
  When they first hear his screams, the distance between the 
  adventurers and the goblin is 60 feet.  
  If the adventurers save the goblin, it returns to the bazaar and 
  tells all of their deeds. The vendors offer a ten percent discount 
  (rounded up) to any wares the adventurers might buy.  
   
  CONJURED OWLBEAR 
  Bored, Halaster teleports an owlbear into the hall that the 
  adventurers are currently in. If you're playing the Mad Mage as 
  a deranged game show host, his theme song heralds this event 
  one round before the owlbear materializes. Read: 
  Music drifts through the halls, ushering in an ill wind as a 
  rift forms, bright and violet and turbulent—and out from 
  the portal charges a frenzied owlbear! 
  The portal snaps shut behind the owlbear immediately. Halaster 
  positions the portal so that the owlbear flanks the most 
  disadvantaged character. 
   
   
   
  
   
  34 
  DESPONDENT SPECTATOR 
  Kalabash, an apprentice of Halaster found in Area 2, once 
  summoned a spectator to guard his chambers. The duration of 
  their pact, 101 years, has since elapsed and now it roams 
  Undermountain looking for something better to do. Once the 
  adventurers find it, it explains: 
  "My summoner… Did not make it to the 'final round' of 
  his master's precious game, as it were. The poor fool's 
  been trapped in a pocket dimension for centuries, well 
  over our agreed pact of a hundred and one years. Now… 
  Now I am whittling away the days, as you lesser creatures 
  are fond of saying." 
  The spectator wants nothing more than a purpose. It will not, 
  however, follow the adventurers but it can guide them to A2. 
   
  XANATHAR SENDS ITS REGARDS 
  If the adventurers rampaged through the guild's outposts on the 
  L1 and left witnesses to describe them, the guild quickly 
  musters up a reckoning. They send word to the nearest outpost 
  (in the expanded dungeon) which sends a goblin assassin to 
  murder the adventurers. 
  It takes the better part of a day for word to reach the next 
  outpost and for the assassin to be dispatched. Thus, the assassin 
  finds the adventurers only if the party takes a long rest. During 
  that time, the goblin assimilates into the bazaar and awaits their 
  return; or, if the adventurers are staying at the inn (see the 
  additional amenities outlined in the Goblin Bazaar), it attacks 
  while they rest. If the adventurers have already left the bazaar, 
  the goblin waits there until convinced they won't return and 
  takes to stalking them through the halls. When the assassin 
  makes its first strike, it whispers, "Xanathar sends its regards."  
  Statistics. The goblin has the statistics of an assassin with the 
  following racial traits: 
  • It is a Small-sized creature with a speed of 25 ft.  
  • It can read, write, and speak Goblin.  
  • It can take the Hide or Disengage action as a bonus action on 
  each of its turns.  
   
  AREAS OF NOTE 
  The following areas are of note: 
   
  THE GOBLIN BAZAAR 
  While by default, forty goblins are crammed into a handful of 
  rooms, you can expand on the goblin bazaar, turning it into an 
  entire village. Meager it may be, but it can still be a shard of 
  civilization in these dark depths—and how often do adventurers 
  get to assist goblins instead of murdering them? 
  If the bazaar is expanded, it includes the following amenities 
  that the adventurers are sure to appreciate: 
  Bathhouse. The Melairkyn dwarves fashioned a chamber of 
  stone basins and spigots that fill with steaming hot water drawn 
  from unseen springs below. To bathe, a character must pay 1 sp 
  per hour. At any time, there are 1d6+1 male goblins leering at 
  1d4 female goblins.  
  Inn. A chamber, 40 ft. by 30, has been renovated into an inn 
  with bedrolls, scavenged from dead adventurer's packs. The 
  goblins charge 5 sp per guest per night.  
  Fighter "Pit." The goblins spar in a nearby chamber using 
  blunted weapons (dealing 1d4 bludgeoning damage on a hit) 
  while others bet on the outcome. The room actually doesn't have 
  a pit, but everyone is polite enough to ignore that fact.  
  Tavern. A sitting room carved by the Melairkyn dwarves 
  features cracked stone tables, shelves, and a bar stocked with 
  whatever alcohol the goblins can scavenge. There is one cask 
  from Garrux's Brewery (Area 22) that former adventurers rolled 
  back to the bazaar and sold. The goblins happily tell anyone 
  where to find more and promise 40 gp per barrel. 
   
  1A. BAZAAR SIDE ENTRANCE 
  The stairs fall deep into the sunless depths of Under-
  mountain. By when they level out, you find yourself at a 
  junction. Hammers fall against wood in the distance as the 
  halls come alive with a guttural language sprinkled with 
  cuss words from various languages—Orcish, Dwarvish, 
  Common. Dozens of voices are packed together in these 
  tight halls, clearly arguing with the sort of zeal you find 
  at a dockside brothel or a townhall meeting.  
   
  1E. YEK THE TALL 
  Sitting on a makeshift throne is a man: a handsome human 
  with golden locks and sharp features. He brandishes a 
  grimy, handheld mirror—the better to admire himself 
  with. As you approach, his guards, goblins and bugbears, 
  hang back, ready for violence but clearly not pining for it. 
  In the corner, one ugly son of a bitch lies chained—a 
  beardless dwarf, his copper-orange hair like fire in the 
  torchlight and his eyes bloated with indignation.  
  Yek, vain as he is now, has had a shift in his priorities. No 
  longer does he clamor for war or prosperity, but the status quo. 
  He is content with his new beauty while his tribe continues to 
  eke out a meager life in these depths. He is not too consumed, 
  however, to know that his people are sandwiched between a 
  Zhentarim-aligned wererat gang and the Xanathar Guild; he 
  may ask the adventurers to destroy one or the other.  
  Shaved Dwarf. DotMM doesn't detail the cause of Copper 
  Stormforge's imprisonment, but it can be assumed it was theft. 
  The adventurers may parley for his freedom with Yek by paying 
  for the cost of the stolen items (24 gp) and succeeding on a DC 
  12 Charisma (Persuasion) check. On a success, the goblin boss 
  decides that shaving Copper's beard is "punishment enough, so 
  that all who look on his ugly mug know him to be a thief." Since 
  his transformation into a human, Yek has preferred "human-
  talk," which is to say big and unnecessary words. 
   
   
   
  
   
  35 
  HALLETH'S REVENGE 
  If Halleth Garke is present, he wrings Copper's thick little neck. 
  Nothing can deny him this pleasure. Read: 
  The dwarf recoils at the sight of the revenant. "H-
  Halleth?" he chokes out.  
  The dead elf grins, his eyeball dangling by a thin rope 
  of flesh. "It's me, Copper. You thought you could cheat 
  me not once, but twice—and there won't be a third." 
  The revenant stalks forward as the dwarf struggles in 
  his chains, calling for help, any help, pleading for the 
  goblins—no help there—and with his last breath, before 
  those cold hands wrap around his throat, the dwarf prays 
  to the gods for mercy: "Dumathoin… Dumathoin, forgive 
  me for my—" Alas, his prayer is reduced to a strained 
  gurgle as Halleth Garke embraces him one last time. 
  It's slow and it's loud. The dwarf's eyes bug out as the 
  revenant chokes away the last vestige of life and light 
  from Copper Stormforge's eyes. The bones dance beneath 
  Halleth's fingers, cracking like the first thunder of spring. 
  "Well then," the elf says, rising. "One down, two to go." 
   
  SPECIAL EVENTS 
  You can use the following two events to show your adventurers 
  the stories of Levels 2 & 3, preferably in this order: 
   
  AZROK'S AMBASSADOR 
  Thunder consumes the hall. Goblins everywhere pause 
  and ponder. A crowd forms that is quickly split in twain 
  as a platoon of armored men march into the bazaar. A 
  banner bobs in the windless dungeon: a bloody handprint 
  inside a hollow red triangle on a sheet of yellow flesh.  
  The sergeant shouts a guttural word, and the platoon 
  halts. A man marches alongside the left flank and removes 
  his helm, revealing himself as a hobgoblin riddled with 
  old scars. In that guttural tongue, he addresses the 
  petrified masses. 
  The Legion of Azrok (see L3) has sent a squad of ten 
  hobgoblins to recruit soldiers for their war with the drow. 
  Characters that speak Goblin can understand the hobgoblin 
  captain that demands an audience with the goblin leader, Yek. 
  Otherwise, a character that succeeds on a DC 16 Wisdom 
  (Insight) check can intuit that the captain is here to recruit 
  soldiers and collect supplies, given the banners and wagons of 
  bloodied arms and armor carted in by the hobgoblins. 
  Desperate for aid, all racial divisions have been erased 
  between goblinoid and man. The captain can speak broken 
  Common and relays the following information to the party:  
  • The "vile" drow of House Auvryndar wage unfettered war 
  against the "peace-loving" hobgoblins of the Legion of 
  Azrok, who claimed the ruins of Stromkuhldur as their home 
  years ago. 
  • Warlord Azrok ("an honorable warrior and savior of our 
  people") has issued a call-to-arms, promising glory and gold 
  to those that aid the Legion, regardless of race. 
   
  Characters that heed the call receive a visa of sorts that will 
  grant them safe passage through Stromkuhldur: a small stone 
  painted with a bloody handprint.  
  While the most direct route to L3 is through House 
  Auvryndar's territory, the hobgoblin squad navigated the 
  Expanded Dungeon until they reached the Arcane Chambers. 
  The squad will return by that route. If the adventurers wish to 
  travel with the squad, the captain requires they swear an oath to 
  meet with Warlord Azrok—an oath the adventurers should not 
  take likely. If they agree and follow the squad (who leave 
  tomorrow morning) then they can instead start L3 in Area 22. 
  The journey is long and arduous and takes four days.  
   
  FLIGHT OF THE WERERAT 
  To organically present the feud between Rizzeryl's gang and the 
  Xanathar Guild, you can use the following events, preferably 
  after the Azrok's Ambassador event. 
  A man (a wererat) by the name of Dannoth is purchasing 
  rations in the bazaar when he's apprehended by a cloaked 
  bugbear. Dannoth escapes by shapeshifting into a rat. Read: 
  You hear a tangle of shouts as tins and rations clatter to 
  the stone floor. Two figures struggle: a burly, cloaked 
  man has snatched up a scrawny human from behind. As 
  the chaos unfurls, the human bites down on his assailant's 
  forearm and utilizes that distraction to shapeshift into a 
  rat. His flesh melts and contracts into a foul critter that 
  scampers off between the tattered stalls. 
  Dannoth attempts to escape. The adventurers can pursue him, 
  following the urban chase rules (see Dungeon Master's Guide, 
  Ch. 8). If caught, he pleads for his life, presenting himself as 
  pathetic and squalid as possible—and utilizes the first moment 
  to escape again.  
   
  THE ARCANE CHAMBERS 
  The following areas outside the bazaar are of note.  
   
  2. KALABASH'S CHAMBERS 
  Here the adventurers get their first glimpse into what sort of 
  macabre fate awaits those that dare study under Halaster—and 
  fail to meet his standards. 
   
  2A. WATER PUMP 
  Water trickles from a faucet, breaking what would 
  otherwise be silence as it drips into a vast stone basin. Its 
  hand pump is crusty with rust and slumped over the 
  basin's lid is a goblin's corpse. A bucket lies nearby, its 
  water spilled.  
  The goblin was sent by the bazaar to collect fresh water. 
  Hearing the sounds of cookery and smelling delectable food, 
  the goblin wandered into Area 2C where it fell for Halaster's 
  trap. The specter in the kitchen woke and animated the pots and 
  pans, which chased the poor goblin to Area 2A, bludgeoning 
  him to death before returning to the kitchen. Close inspection 
  of the goblin's corpse reveals several bruises over its body and 
  a caved-in skull. 
  The Ingredient: Love. While the adventurers are here, a spell 
  of Halaster's is in play: they can smell roasted meat and freshly 
  baked bread which get their stomach's rumbling.  
   
   
   
  
   
  36 
  2B. ABANDONED LABORATORY 
  This chamber, clearly an alchemical laboratory, is choked 
  with dust. Grimy vials and alembics sit unused on rusted 
  iron tables. Ingredients have rotted on the shelves and in 
  their bottles. Can nothing be salvaged? 
  Disturbing the equipment alerts the specter in Area 2C. The 
  risk may be worth the reward, however: 
  Additional Loot. Close, noisy inspection of the alchemical 
  supplies reveals three potions of healing, and a philter of love 
  whose true nature can easily be missed, leading to some goofy 
  shenanigans.  
   
  2C. WIZARD'S KITCHEN 
  As a variant, the kitchen can be under an illusion of the Mad 
  Mage's—or the specter's—making. It looks clean and fresh; the 
  stew in the cook pot is irresistibly delectable. Only when a 
  character takes an action to study the kitchen (making a DC 16 
  Intelligence (Investigation) check) can it discern the illusion. 
  On a success, it can see how decrepit the kitchen truly is.  
  Once the specter is slain, the illusion shatters.  
   
  2D. KALABASH'S BEDROOM 
  Kalabash has been driven insane by centuries of isolation—
  yawn. Consider the following variant: replace Kalabash with an 
  allip from Mordenkainen's Tome of Foes, the statblock of 
  which has been provided in Appendix B.  
  The pocket dimension Halaster confined Kalabash in was 
  furnished with all the tools the mage would need to continue his 
  research, undistracted from ale… But, desperate to escape, 
  Kalabash instead sought to blackmail the Mad Mage. He sought 
  out ancient lore that Halaster had protected with a curse. 
  Learning this lore annihilated Kalabash's body, leaving only a 
  wisp of his scorched spirit which now seeks to end its torment 
  by passing on that knowledge—a long and arduous campaign 
  of maddened whispering that is.  
  What was the lore that Kalabash discovered? You have a few 
  options to choose from:  
  • So long as the Mad Mage dies in Undermountain, he shall be 
  reborn 1d10 days later—and that he retains all his memories. 
  Afraid that someone of equal or greater of power would put 
  a stop to his rebirth cycle, Halaster cursed this secret.  
  • The Knot in the Weave drives all those that dwell in Under-
  mountain to madness. See Weave Addiction in HG.  
  • An optional twist (as described in Optional Twists in L23 of 
  the Companion) which you can add to your campaign. These 
  twists range from the fact that the adventurers are stuck in a 
  time-loop and have already defeated Halaster to that the Mad 
  Mage's tower stands at the epicenter of Time and Space and, 
  in multiple alternate universes, he has already battled and 
  defeated the adventurers. 
   
  Halaster's curse prevents Kalabash from explicitly telling any 
  soul this secret; he can only pass it on as all allips do: by 
  tormenting some poor mind into recording that lore. 
  Unfortunately for him, the curse forces him to write only in a 
  vast cipher, which takes 30 days of steady scribing, and a DC 
  22 Intelligence (Investigation) check to crack, after which 
  Kalabash is freed from his torment.  
  If Kalabash is released, the spirit visibly enters a rotted tome 
  in his chambers, hoping that someone will pick it up. If they do, 
  the spirit whispers to them ceaselessly, animating them to write, 
  and write, and write… 
   
  WHAT DO YOU DREAD MOST WHILE DUNGEON DELVING? 
  # 
  Points Answer 
  1 
  24 
  Mimics 
  2 
  23 
  Absence of loot 
  3 
  18 
  Undead 
  4 
  12 
  Adventurers 
  5 
  11 
  Returning home 
  6 
  6 
  Mind flayer 
  7 
  5 
  Drow 
  8 
  1 
  The Mad Mage 
   
  3. HALASTER PUPPET 
   
  HALASTER'S GAME 
  "We asked one hundred adventurers, 'What do you dread 
  most while dungeon delving?' Name a response!" 
  Halaster's puppet is imbued with a fragment of his master's 
  magic and uses an augmented telekinesis spell (save DC 22) to 
  divide the adventurers into two teams, each standing at separate 
  ends of the room. It then manifests a table before it with two 
  buttons, each glowing red, and instructs them that they will play 
  a single round of "Delver Dance." If they move from where it 
  placed them, it promises to "roast this cavern like a fine pig." 
  Rules of the Game. The puppet explains the rules, which are 
  based off the Family Feud game show. 
  • Each team sends a "champion" to answer the question. 
  • At the start of the round, both champions roll initiative. The 
  quicker one hits the buzzer first and can supply answers until 
  all eight correct answers have been provided, or up until three 
  wrong answers have been given. 
  • If the first champion fails to name all eight answers, the other 
  champion gets a chance to "steal." If they can provide one 
  more correct answer without getting one wrong, they win all 
  the points of the previous answers and can continue until they 
  provide one wrong answer.  
  • If the "stealing" champion's first provided answer is wrong, 
  the game ends and the initial champion's team wins all the 
  points on the board. 
   
  Answers. The results of the survey are broken down above. 
  The number of points won are equal to the number of people 
  that answered.  
  Consequences. Halaster's puppet assures them that 
  whichever team loses will be fireballed. It's an empty threat; the 
  puppet can't cast that spell.  
  The X-Factor. A teammate can volunteer to drink "the X-
  Factor," a vial of indiscernible liquid that the puppet provides. 
  If they do so, whether they survive the imbibement or not, they 
  give their team 10d6 points. The vial is a poison that deals 6d6 
  poison damage on imbibement and subjects the imbiber to a DC 
  16 Constitution saving throw; on a failure, they are poisoned for 
  1 hour.  
  Prize. The winner of the game gets a handful of stickers, each 
  displaying Halaster's visage with various expressions of disgust 
  and mirth.  
  Additional Rounds. Using the rules above, you can play more 
  rounds with separate questions. Remember that the points must 
  add up to one hundred.  
  Other Victims. You can include another adventuring party 
  here to face the players, such as the Fine Fellows of Daggerford 
  or any of those provided in the Halaster's Game supplement.  
  
   
  37 
  7. SHOCKING DISCOVERIES 
  Behold: Frankenstein and her monster. 
  Log Entries. This area requires little changes except one: it 
  seems a bit outlandish that all it took was three days for Trenzia 
  to tire so much so of her fellow apprentices, as described in the 
  log entry found in Area 7B. Consider changing it from "Day 3" 
  to "Day 34." Or, even better, "Day 362." 
  Additional Loot. Characters that search Area 7C can find 1d4 
  + 1 potions of healing and two potions of lightning resistance.  
   
  11. MIDNA'S LAIR 
  By default, Midna sends living unseen servants to attack 
  intruders—that's a recipe for her early death. Instead consider 
  the following variant: 
  Variant. Midna is no fool. Rather than have her order this 
  invisible legion to bludgeon her foes, it's suggested that she 
  merely waits out the adventurers or attempts to ingratiate 
  herself to them, knowing that she fares almost no chance by 
  herself in these wretched halls. She uses them to either escape 
  back to Waterdeep—stealing what she can from their packs—
  or prevail to Skullport where she hopes to find work as a 
  mercenary.  
   
  HALLETH'S REVENGE 
  If Halleth Garke, the revenant, is with the party, he chases 
  Midna down and throttles her to death. Read: 
  "Midna," the revenant calls, a lazy grin on his tattered 
  face. The bruises stand out like violet beacons. "Midna, 
  my dear… It's time to pay the piper." 
  The priestess recognizes the corpse and recoils. "You… 
  No, no, gods no, you… You can't be…" 
  "I am," says the elf. "Reckoning has come. Your 
  reckoning." 
  "Stay back!" she shouts, kindling radiant fire in her 
  palm—but the revenant cares not and marches on even as 
  the bolts of holy flame are hurled at his wretched body. 
  "Back!" she screams, but there's no use. There's no 
  negotiating with the reaper.  
  The revenant closes the distance, and gently cups one 
  of the two holy symbols at her neck—the symbol of 
  Waukeen. "My Lady, my goddess, I give unto you this 
  tithe. Do with her what you will." 
  "Halleth, please, I didn't mean you any h—" 
  The priestess's cries are cut short as the revenant closes 
  both hands around her throat and snaps her neck like a dry 
  branch. Her body ragdolls to the floor—but not before 
  Halleth snatches back the symbol of his deity and adorns 
  himself with her divine icon. 
  Reclaiming his holy symbol is, as written in DotMM, enough to 
  prematurely end Halleth's quest for vengeance—but that… 
  That isn't gothic enough. Ignore it at your leisure if you wish 
  your adventurers to witness Halleth brutally murdering Rex the 
  Hammer, if he hasn't done so already.   
   
  13. MUTATED APPRENTICES 
  In these wretched halls roam gibbering mouthers and 
  nothics—a testament to the madness of Halaster Blackcloak 
  and the insidious seed planted deep below Undermountain that 
  afflicts all that stay here.  
  Ambiance. Search "gibbering mouther" online and play the 
  maddened clips for your players.   
  Nothics. The nothics tell the adventurers, "The seed shall 
  bear bitter fruit. Already we see it in you." They refer to Weave 
  Addiction. See HG, The Dungeon Fleshed Out for more details 
  on this predicament.  
  Mezzoloth. It can be assumed that the mezzoloth here was 
  hired by Halaster Blackcloak, not enslaved. Do remember it has 
  four arms—all the more to grapple someone with! 
   
  HALLETH'S REVENGE 
  If Halleth Garke is present, he immediately springs to Rex's 
  defense, slaying the monsters—for none will deprive Garke of 
  his vengeance. Once the enemies have been dispatched, Rex 
  realizes who this creature is and recoils. Read the following: 
  As the last of your foes fall, the revenant turns—in all his 
  grisly beauty—from the corpses to the wounded warrior. 
  His voice is cold. "Rex, old friend. Old, dear, Rex. I never 
  did get to give you a fair farewell." 
  Horror mounts behind the warrior's eyes, but it's quickly 
  tamed. "You… Do it, you ugly son of a bitch. Get it—" 
  Without any grace, Halleth Garke leaps onto the 
  warrior, pounding his blackened fists into the man's 
  temple, raining blows upon his body to the music of 
  broken bones and pained cries until the two finally still. 
  If this is the last survivor of the Fine Fellows of Daggerford, 
  Kelim the Weasel notwithstanding, Halleth disintegrates into 
  dust that crashes down upon Rex's broken body. 
   
  14. BASE DE RÉSISTANCE 
  Rizzeryl, the drow mage, casts greater invisibility on himself 
  when he hears intruders. If asked why, he insists it's for his own 
  safety. If the adventurers ingratiated themselves to Dannoth the 
  wererat (see Special Events above), Rizzeryl feigns trust after 
  the wererat vouches for the adventurers—but secretly the elf 
  suspects them of either treachery or stupidity.  
   
  REBELS AND PATRIOTS 
  The picture Rizzeryl paints is one of tyranny and righteous 
  resistance: that Skullport ("an ancient bastion of freedom") has 
  been oppressed by the Xanathar Guild for too long. The people 
  long for an end to the beholder's regime, apparently, and 
  Rizzeryl is one of the few left willing to fight. His task, for now, 
  is simple: destroy the Xanathar Guild outposts here on Level 2. 
  They are led by: 
  • Nadia the Unbent, a "brute of a woman with a penchant for 
  violence; she took an axe as her husband and war was her 
  dowry."  
  • Shunn Shurreth, a "spider-faced drow cursed by our goddess 
  Lolth—his mandibles tremble for the taste of fresh blood." 
   
  What Lies Ahead. Rizzeryl knows the following information 
  about Level 3, but he won't share it unless he's magically 
  compelled or tortured.  
   
   
  
   
  38 
  • L3, "the dwarven ruins of Stromkuhldur," is the site of a 
  guerrilla war between a House Auvryndar and a goblinoid 
  legion. The River Sargauth leads downstream to Skullport, a 
  hive of scum and villainy currently under the thumb of the 
  Xanathar Guild. House Auvryndar seeks to rule over it just 
  as House Tanor'thal, a ruined drow house, once did.  
  • The drow of Level 3 are led by the sadistic T'rissa Auvryndar, 
  a priestess of Lolth. Her mission is to seize Stromkuhldur, 
  and failure is not an option in the eyes of her mother.   
   
  Safe Passage. If the party assists Rizzeryl, he can provide 
  them a broach of House Auvryndar and a letter that he 
  guarantees will grant them safe passage through the areas 
  controlled by the drow on L3. "Without this," he says, "you're 
  as good as dead. And trust me, when it comes to House 
  Auvryndar, you'd rather be dead than enslaved." 
  While he's loath to reveal his allegiance, if it will guarantee 
  the demise of the Xanathar Guild, he's willing to share it. 
  Unfortunately for the adventurers, the treacherous elves will not 
  honor this promise. As a male, Rizzeryl has no authority in his 
  house, and the adventurers are sure to be captured and sacrificed 
  to Lolth. 
  Rizzeryl, for his part, is deluded enough to think his promise 
  will be honored. A character that succeeds on a DC 15 Wisdom 
  (Insight) check perceives him to be wholly confident.  
   
  21. ANIMATED BALLISTAE 
  Wood groans like an old man—and out from the gloom 
  lumber two animated ballistae on hinged legs. Almost like 
  mouths, they rack back their bolts, and fire kindles as it 
  were the maw of some small hell.  
  See animated ballista in Appendix B of this supplement for a 
  more concise portrayal of statistics. 
   
  22. GARRUX'S BREWERY 
  Only one creature inhabits the brewery: a beholder zombie. 
  The complex is otherwise empty. However, you can add 2d6+2 
  dwarf skeletons who otherwise continue to brew ale as they did 
  in life; Halaster could conjure hops and other necessary 
  ingredients. However, most barrels are beyond disrepair and the 
  dwarves merely brew ale just for it to leak out of faulty casks. 
  The skeletons remain passive unless attacked or their 
  equipment and ale is stolen.  
   
  22B. "BREWERS ONLY!" 
  When the adventurers enter this room, a spell laid by Halaster 
  can activate, speaking to them. Read: 
  A voice whispers from the lintel above the door. The 
  voice of the Mad Mage himself: 
  "The dwarves rejoiced in these halls. Busied themselves 
  with ale and dreams. Then I came. And all would be mine. 
  Everything below the mountain is mine. Even you." 
  HALASTRON'S FAVORED PHRASES 
  d8 Phrase 
  1 "That's show business for ya." 
  2 "Shut up, baby, I know it." 
  3 "Rejoice—you are all cogs in the great machine." 
  4 "Extinction is inevitable. Live it up while you can." 
  5 "Neat." 
  6 "0-1-1-0-1-0-0-0   0-1-1-0-1-0-0-1." 
  7 "I can dig it." / "Can you dig it?" 
  8 "Bite my shiny, extraplanar ass." 
   
  22C. ALE VATS 
  Most of the vats lie empty, whatever brew they once held 
  having long since evaporated… But as you inspect those 
  that still hold ale, you feel the attention of something. The 
  Mad Mage, perhaps? Scrying on you? 
  You look about the gloom and find nothing, returning 
  your attention to the vat—something plops in the water. 
  Before you can even pull back, the fetid waters rush as a 
  fanged maw opens beneath the surface and out from the 
  depths rises a beholder's corpse. Ancient ale and foul 
  water falls from its rotten flesh in a shower as it smiles at 
  you hungrily.  
   
  22D. BARREL RUN 
  In the highly unlikely event that the entire party is trapped in 
  the pit traps without thieves' tools or the magic needed to 
  escape, consider the following: 
  Destruction. The pit lids have an AC of 15, a damage 
  threshold of 5, immunity to poison and psychic damage, 
  resistance to piercing and slashing damage, and 25 HP.  
  Salvation. At the start of every day, roll a d20. On a roll of 
  11-20, a chaotic neutral adventuring party stumbles across this 
  area, activating the pit traps. On a roll of 16-20, they too 
  actually have the means to escape (thieves' tools or the knock 
  spell at their disposal). 
   
  25. CREATURE STORAGE 
  Mist chokes these chambers. Off in the distance you hear 
  metal striking stone—slow, methodical, perfectly 
  consistent. As you approach, you catch sight of a cuboid 
  contraption 
  with 
  spindly 
  limbs 
  marching 
  in 
  a 
  counterclockwise circle.  
   
  HALASTRON 
  Your players are sure to gawk at the modron, only to be 
  disappointed when they learn it can't speak Common. Unless an 
  adventurer has the comprehend languages spell, allow 
  Halastron the ability to converse in the broken Common he's 
  learned from the Mad Mage. If you do so, he is fond of the 
  phrases above, and uses them at the most inappropriate times, 
  as the modron is still learning mortal social cues and behavior. 
  Every encounter with adventurers is another opportunity to 
  expand its vocabulary.  
  Halastron also openly explains its "directive" assigned by the 
  Mad Mage, as outlined in the its description in Area 25A.  
  GREEN SLIME (ABRIDGED) 
  A creature within 5 feet of the pipe in Area 22A must make a DC 10 
  Dexterity save, otherwise the slime falls on it. The creature takes 5 
  (1d10) acid damage and then again at the start of its turns until the 
  slime is scraped off or destroyed. Any nonmagical wood or metal 
  object used to scrape it off is effectively destroyed. Sunlight, any 
  effect that cures disease, and any effect that deals cold, fire, or 
  radiant damage, destroys the patch of slime. 
  
   
  39 
  LIFELIKE STATUES 
  For the sake of brevity, the statistics of the petrified creatures 
  have not been included in this supplement, unlike other 
  monsters and NPCs found on Level 2. It's also unlikely that the 
  adventurers have the means to transport a statue without 
  severely exerting themselves—the Mad Mage relies on a spell 
  of telekinesis, after all. Even the smallest statue could weigh 
  hundreds of pounds. In the event that the adventurers do try to 
  move a statue manually, it requires a combined Strength score 
  of 40 or higher. After moving a statue, each character must 
  make a DC 20 Constitution saving throw or gain one level of 
  exhaustion. The DC is lowered by 2 for every character that aids 
  in transport, up to a maximum reduction of 8. 
  Player Replacements. As described in the Halaster's Game 
  supplement, the Creature Storage serves as a great way to 
  introduce new player characters to the campaign, should any of 
  the original party members die or disappear.  
   
  26. ANCIENT ELVEN TOMB 
  Unnatural mist roils in these ancient chambers, bucking 
  and drifting between long-forgotten sarcophagi. It's cold 
  and in the immediate distance beasts slaver and rage at 
  their lot in this pitiful life.  
  The two owlbears here attack immediately—but while the first 
  charges out from the mist, the other skulks between sarcophagi, 
  emerging to strike at the flank of the adventurers.  
   
  I AM ROOT 
  Trust that your players are going to want their own awakened 
  shrub—now, not later. Consider changing it so that someone, a 
  previous adventuring party perhaps, planted a shrub in the pot 
  of awakening thirty days ago and now the awakened shrub is 
  about to be born. Dollars to donuts, your players will name it 
  "Root" or "Groot."  
  An awakened shrub speaks one language known by its 
  creator; Common, in this case. For maximum comedy, disallow 
  the shrub from saying anything but its name—though the 
  adventurers can discern certain meanings from that single 
  phrase, much like a beloved character from an insanely popular 
  movie franchise play. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  EPILOGUE 
  Once the adventurers find the path to Level 3, they should 
  ascend to 7th level.  
  Cap off your session with one of the send-offs below: 
   
  THE STANDARD SEND-OFF 
  Once again you have faced the mythic horrors of 
  Undermountain and emerged scarred but victorious. You 
  know that there are greater challenges and viler horrors 
  ahead but together you shall prevail.  
  If the adventurers encountered the Fine Fellows of Daggerford 
  and learned of their dark history, add: 
  "Together." That's the operative word. The Fine Fellows 
  of Daggerford, those desperate fools, splintered and only 
  then found their doom. Together they were strong, and 
  alone they were nothing more than mewling curs waiting 
  in line for the abattoir. So long as you stand together, 
  nothing can ever tear you down. The depths await. 
   
  THE HOST'S SEND-OFF 
  Halaster telepathically communicates this to the party as they 
  descend to Level 3 of Undermountain:  
  A voice blooms from deep within your skulls: 
  "And so, our contestants persevere in the face of their 
  countless shortcomings, saying goodbye to the Arcane 
  Chambers and hello to the dwarven ruins of 
  Stromkuhldur—but, we wonder, can they weather the 
  storm of spiders and venom that is House Auvryndar? Can 
  they escape the wretched drow? Or shall they too become 
  pregnant with the demon goddess's foul children?  
  "Find out this and more next time on Dungeon of the 
  Mad Mage!" 
  Halaster gleefully names House Auvryndar, as he hopes to 
  eradicate the drow from his dungeon. By warning the 
  adventurers, he hedges his bet that they can strike a crippling 
  blow against the elves. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  40 
  LEVEL III: THE SARGAUTH LEVEL 
   
  "Oh, weepy Sargauth… Deliver us from ourselves." – Halaster Blackcloak 
   
  QUICK NOTES 
  • 
  House Auvryndar controls Area 4-7 and 18-20, while the 
  Legion of Azrok holds Areas 17, 21-22, the exit to L4, and 
  a land-route to Skullport.  
  • 
  The Legion of Azrok is designed to buck the goblinoid 
  stereotype; while its soldiers are suspicious and guarded, 
  they do not attack the adventurers until provoked.  
  • 
  The party can move onto Skullport rather than immediately 
  pushing on to L4, the Twisted Caverns. There they can rest 
  and resupply for a few days. It's worth the detour.  
  • 
  L3 has two arcane gates, leading to L5 and L6. See Areas 
  15 and 21P, respectively.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • If Kelim the Weasel from L1 still accompanies the party, he 
  should be killed off on this level. He'll make a great incubator 
  for spider eggs.  
  • If you ran the Azrok's Ambassador special event on L2, the 
  party may have a visa (a stone painted with a bloodied hand-
  print) they can use to gain safe passage through Legion 
  territory. If they also followed the soldiers to L3, they start 
  this level in Area 22 instead of 1.  
   
  THE CENTRAL CONFLICT 
  The Sargauth Level—better described as the Ruins of 
  Stromkuhldur—is marked by a bitter war between the desperate 
  Legion of Azrok and the capricious drow of House Auvryndar. 
  The party is thrown straight into the conflict as the path from 
  L3 leads them right into drow territory—right to the boss's lair.  
  There is a risk, however: by coming to blows with the drow, 
  they're likely to meet T'rissa, the boss of this level—and defeat 
  her prematurely. While introducing the villain early is great for 
  narrative, T'rissa is far too weak to withstand the adventurers 
  with the current guards she has unless the party is already 
  wounded. Sometimes summarily executing a boss is a great 
  story twist, but in this case it's anticlimactic. Imagine your 
  adventurers meeting Warlord Azrok after killing T'rissa. Yawn. 
  Thus, you want to split this level into three acts:  
  First Blows. The adventurers wander into drow territory, 
  seeing the tell-tale signs of torture and spider webs. They 
  venture too far, meet T'rissa, and are defeated, stabilized, and 
  impregnated with spider eggs—a lethal birth, that'll be. 
  Escape the Drow. The clock's already ticking when the 
  adventurers wake. They must break free from their silken bonds 
  and escape these vile chambers. 
  Azrok's Day. The adventurers explore the Sargauth level until 
  they meet the hobgoblins of Azrok's Legion. They're compelled 
  to meet the warlord, who asks for their assistance in defeating 
  the drow. Azrok provide them with soldiers to storm the drow.  
   
  HALASTER'S GAME 
  The Mad Mage intends to insert the adventurers into the conflict 
  for the sake of ratings. He issues a challenge to the party—the 
  "highlight" of tonight's episode.  
  As the adventurers begin to explore the level, the Mad Mage 
  arrests their progress and hurls them into a pocket dimension. 
  Ideally, this happens after they've visited A3 or while they're in 
  A18, but before they reach Areas 4 or 5. Essentially, have this 
  event occur early in the level, before they ever face House 
  Auvryndar's forces.  
  Once you're ready to issue this quest, read: 
  The cavern doesn't shift, but utterly disappears without a 
  single sound. Without flash or bang—no commotion at 
  all. Where there was once cold stone now stands a 
  boundless dimension wreathed in mist and fire-cast 
  shadow. Reality has not even melted but been completely 
  replaced without any fanfare whatsoever.  
  Freestanding bookcases flank a roaring fireplace, and 
  sitting beside it, in a high-backed chair, is Halaster 
  Blackcloak himself. He lowers his book—Greaves of 
  Brass by Walt Whitdwarf—and hails you: "Contestants! 
  Triumph! Glory! Inevitable death! These await you, but 
  come, stay awhile and listen." 
  Before you can even consider fleeing, a force plucks 
  you, placing you before the hearth, before Halaster. He 
  shuts his tome and smiles.  
  "You've descended to the ruins of Stromkuhldur, 
  bastion of the ancient Melairkyn dwarves. Here they eked 
  out their small, little lives. Bright lives in the darkness… 
  Before the darkness swallowed them whole. To this day 
  the veterans of that ancient war lay siege to these ruins. 
  The vile drow of House Auvryndar war against the Legion 
  of Azrok for control of these ruins so that they may seize 
  Skullport, perhaps even Waterdeep itself. It's up to you to 
  strike at the drow—or leave them to their devices. History 
  has shown them to be a stubborn, sadistic lot, so I'm sure 
  it'll all work out." 
   
   
  
   
  41 
  Halaster provides no other information other than that a legion 
  of hobgoblins has claimed this land as theirs but were forced to 
  give it up with nary a fight; as well that the drow are voracious 
  and led by a priestess named T'rissa Auvryndar, who has orders 
  to secure this level for her noble house. He does not disclose 
  their locations either. 
  Time seemingly stands still while the adventurers are in this 
  pocket dimension. However, if they ask Halaster, he informs 
  them that their perception of time has been so rapidly increased 
  that, after they leave, only four seconds will have passed. He 
  remarks, "You're all standing there, slack-jawed and vulnerable. 
  Just like any other day, eh?" 
  The Game and its Prize. Halaster's quest is simple: kill 
  T'rissa Auvryndar (see A6) and rout her forces in what Halaster 
  calls "Drow Town" (A20). They must then cast T'rissa's holy 
  symbol of Lolth into the River Sargauth. He promises a reward 
  of "great power" if they succeed. Should they, Halaster appears 
  on the ferry described in A13. Read the following:  
  You cast the holy symbol of the Spider Queen into the 
  river—good riddance. You look about: the Mad Mage 
  promised to meet you, if you held up your end of the 
  bargain. And so, you wait. You wait, and wait, and wait, 
  until, when it's come time to finally quit this place, you 
  catch sight of a black gondola poling from upstream.  
  A black-robed figure with a horned, skeletal face poles 
  the gondola along the current… and standing there, 
  grinning ear to ear, is the Mad Mage. His claps are like 
  thunder as he shouts, "Well done, well done! I never 
  believed in you, and you made it through anyway! Well 
  done, indeed!"  
  When it comes time to pay them their reward, Halaster visibly 
  draws out a handful of dice and casts them into the air where 
  they roll and stop naturally. On an even result, he rewards them 
  with a Quaal's feather token (swan boat). On an odd result, he 
  tells them, "Self-respect is the greatest power of all" and winks 
  out of existence. 
   
   
  AREAS OF NOTE 
  The following areas are of note: 
   
  1. CATACOMBS 
  A chill haunts these catacombs. The walls themselves are 
  carved with the imagery of mountains, marbled with the 
  veins of glittering minerals, and inscribed with Dwarvish 
  script. The tombs—testaments to the bitter end of the 
  Melairkyn clan—line the walls like shelves, each bearing 
  a symbol: a mountain with a gem at its heart.  
  A character that reads Dwarvish can translate the script: "To 
  ancestors past, we salute. To sons and daughters, we beg." 
  Characters that succeed on a DC 13 Intelligence (Religion) 
  check recognize the religious symbols as that of Dumathoin, a 
  dwarven patron god of mining and exploration and the protector 
  of the dwarven dead. 
   
  2. DEAD EXPLORER 
  Rotting in a corner of the cavern is a human's corpse. 
  What's left of his face is twisted into a silent scream.  
  Once a character succeeds on their DC 13 Wisdom (Medicine) 
  check, also read: 
  Grisly wounds mar the corpse: bites, dried blood, viscera. 
  On his neck, the skin has peeled outward—perhaps 
  something emerged from within. You shudder. 
  Additional Loot. Characters that loot the corpse find a coil of 
  rope, 30 feet long; a small coinpurse containing 3 gp and 12 sp; 
  a dagger with a dried substance coating it (spider blood); and a 
  small golden locket with an inlaid portrait depicting an elven 
  man (worth 15 gp). A frequent patron of the Yawning Portal of 
  Waterdeep will recognize the elf as a one Auron Silverleaf, a 
  former adventurer. He would be grateful for the return of the 
  locket and the news of his lover’s ultimate fate.  
   
  3. GRICK AMBUSH 
  Rubble is strewn through the chamber, granting the gricks 
  advantage on Stealth checks. The predators wait until the party 
  is halfway through the chamber before attacking.  
   
  5. HOUSE AUVRYNDAR 
  The drow have claimed these areas as their own. Your goal is 
  to use this area to foreshadow the conflict between the 
  goblinoids and drow that the adventurers are now embroiled in.  
   
  5A. WELCOMING COMMITTEE 
  Remember that quaggoths have a climbing speed and a +5 to 
  Athletics. If they’ve been alerted to intruders, have them cling 
  to broken bits of the chamber, or support themselves in corners 
  in the room, ready to leap down on intruders.  
   
  5C. PRISON 
  The hall reeks of filth and excrement. It's lined with prison 
  cells and infested with savage men that terrorize prisoners 
  by raking clubs against the rusted bars.  
  The following characters can be found in the prison: 
   
   
  THE LEGION NEEDS YOU! 
  Throughout the Sargauth Level, the adventurers can find moldy 
  recruiting pamphlets made by the Legion of Azrok, written in 
  Goblin, Orcish, and Common. The pamphlets describe Azrok's Hold 
  as a haven for the downtrodden and mistreated who would otherwise 
  face persecution on the surface. It advises these pariahs to join the 
  legion and promises safe harbor to all who dedicate themselves to 
  creating out a lasting kingdom for goblinoids. 
  The pamphlets were requisitioned in Skullport, at the Poisoned 
  Quill, and are marked as such.   
  
   
  42 
  Geldax. The human commoner has been reduced to a 
  mewling cur and is desperate to see the sun again. If freed, he 
  becomes a liability and would never survive through Levels 1 
  and 2. His only hope is to reach Skullport and eke out a meager 
  life in that subterranean town.  
  Lurrash. The hobgoblin is stoic in the face of his coming 
  torture and inevitable death. Duty has prevailed over self-
  preservation. He tells the adventurers, “If you cannot save me 
  from this cell, save my people from these vile elves. Seek out 
  Azrok’s Hold, the bastion of our people—find Warlord Azrok. 
  He will grant you safe passage should you assist our people in 
  this desperate hour.” 
  Drow. The famished, wounded elves are trying to one-up 
  each other. When they first see the adventurers, one whispers, 
  “Hey! You! Outsiders! C’mere!” If a character approaches, roll 
  initiative. The first drow stabs at a character (+4 to hit, 1d4+2 
  piercing damage) and then dances back. The next two drow fire 
  their hand crossbows, but not before saying, “Well, I can do 
  better than that,” and “T’rissa’s love shall be mine, fool. Watch 
  this.” 
   
  5D. SUN ELF 
  A stunning elven maiden lies in chains and tattered robes. 
  Bloody lashes mar her back, and she looks to you with a 
  tangle of suspicion and hope. 
  Marta provides the following tall-tale, so as to inspire the 
  sympathy of these fools: captured on the high seas by pirates, 
  Marta was taken to Skullport, where she was auctioned off as a 
  handmaid for Skull Island, the fortress that dominates the city. 
  However, she was abducted by the drow and brought here to be 
  tortured.  
  A successful DC 20 Wisdom (Insight) check is enough for a 
  character to doubt her story, and a DC 16 Intelligence (History) 
  check allows a character to recall that the pirates of Skullport 
  had been wiped out long ago, replaced by duergar and bugbears.  
  Marta’s Gambit. If freed, Marta still hopes to prove her 
  worth to House Auvryndar. She betrays the adventurers at the 
  most opportune moment: in combat, opening up with a fireball 
  spell on the party or counterspelling a character’s crucial 
  healing spell.  
   
  6. TEMPLE OF DUMATHOIN 
  The temple is choked by cobwebs across which skitter 
  giant arachnids. Corpses hang in cocoons like festering 
  holiday decorations. Atop a dais at the far end of the hall, 
  a drow priestess, dressed in flowing, ebony robes, 
  presides over four other elves—leading them in prayer to 
  their demon goddess, Lolth, no doubt. A foul wind 
  brushes through the hall, delivering the sounds of 
  struggle, fear, and pain—for lo' and behold, a figure 
  writhes in his web, perhaps a sacrifice to be made to Lolth.  
  If the adventurers turn here when they should've instead 
  retreated, they'll encounter, and likely defeat, this level's true 
  boss well before the story is ever rounded out. As a storyteller, 
  your goal is to, well, tell a climactic story. Since T'rissa will 
  stabilize fallen characters to act as spider egg incubators, you 
  can afford to overwhelm the adventurers now by adding more 
  forces to this room. See "Additional Forces" below for details.  
  If the adventurers flee, the drow give chase. See the 
  "Chimaera Drift" special event below. 
   
  Tactics. The elves follow these tactics in combat. Even if they 
  are surprised, the drow—veterans all of them—can rally into a 
  defensible position and mount a fierce counterattack.  
  • On her first turn, T'rissa, a drow priestess of Lolth, casts 
  conjure animals, adding two giant spiders to the mix. Once 
  they are slain or her concentration ends, she resorts to a web 
  or insect plague spell. As her forces fall, she begins to cast 
  mass cure wounds. If she is near death, she uses her Summon 
  Demon action to conjure a yochlol.  
  • The four drow protect T'rissa at all costs and arrange them-
  selves in a defensible formation. The two males, inferior as 
  they are in drow culture, hold the line against the party while 
  the two female drow stay at range. The females cast faerie 
  fire spells on their foes. When the giant spiders arrive, one 
  drops a darkness on the party, since the spiders have 
  blindsight. Afterwards, they resort to their hand crossbows.  
  • If present, the drow mage enters the chamber on the third 
  round of combat. If T'rissa is wounded, he casts greater 
  invisibility on her so that she may escape. If not, he himself 
  enters the fray under the same spell and unleashes a lightning 
  bolt spell on the party. Misty step spells allow him to close 
  the gap to T'rissa or stay out of harm's way.   
  • If present, Marta, the elven mage, counterspells the first spell 
  she perceives cast by an adventurer. If they're unwounded, 
  and the spell won't hit any drow, she casts fireball; otherwise, 
  she casts ray of frost.   
  • One giant spider unleashes a Web ability while the other two 
  drop from the ceiling to attack the adventurers.  
  • T'rissa stabilizes the fallen adventurers to use as incubators. 
  See Wives of the Spider Queen below.  
   
  Additional Forces. If your goal is to overwhelm the party, 
  then on the second round of combat, 1d4+2 drow enter the 
  room from Area 5, having heard the sounds of combat. On the 
  fourth turn, a drow elite warrior arrives as well.  
   
  WIVES OF THE SPIDER QUEEN 
  If the adventurers are overwhelmed, T'rissa stabilizes them. 
  They awaken 1d4 hours later suspended 10 feet above the floor, 
  as described in DotMM. No drow are in the temple. Read: 
  The world slowly comes back into being. You hang about 
  ten feet above the stone floor, wrapped in the arachnid 
  embrace of a cocoon. You struggle feebly, hopelessly. 
  Your body pulses with pain. There's poison raging in your 
  veins. You can feel it there, howling, quivering, yearning 
  to begin its life by ending yours. 
  The truth, you soon realize, is far more horrifying. As 
  your eyes adjust to the darkness, you make out foul shapes 
  attached to your body: sacs. Sacs in which things squirm. 
  Things with far too many legs. You look about the 
  webbed prison and see the corpses of past victims, 
  dangling and ruptured from past births.  
  Halaster Blackcloak can telepathically communicate with the 
  party, adding either of the following: 
  • "Ah, and our contestants finally awaken, newly wedded to the 
  Spider Queen. Are they doomed to die during childbirth? Or 
  shall they escape?" 
  •"Your first mistake was losing. Your last will be not finding a 
  cleric before tomorrow to rid you of this disease." 
   
   
   
  
   
  43 
  10. CAVES OF THE RIVER COVEN 
  The coven isn't in the business of subtlety and toys with their 
  guests by emerging from their pools. Once the adventurers enter 
  Area 10C, read: 
  The dank cave reeks of brine and seaweed while geysers 
  erupt in the distance. The walls are slick with algae and 
  decorated with seashells. Shallow pools pit the uneven 
  floor like cancerous sores and as you tiptoe through the 
  cavern, you can't help but wonder what lies beneath those 
  darkened waters.  
  Gazing long at a pool, you blink with recognition: your 
  eyes meet something below the surface. Two bright eyes 
  shine from below. Almost frozen, you begin to steel 
  yourself—and that's when a voice floats from the pool 
  directly behind you: "Welcome dear. Welcome to our 
  home. Our sweet, little home." 
  You whirl about: a crone festooned with barnacles and 
  warts smiles at you, her head poking above the surface of 
  that foul pool. Immediately she dives back below. Your 
  eyes fall to a rotting trout. Foul magic must animate its 
  lips indeed for it croaks, "Make yourself at home." 
  The hags are loath to come to violence and quickly introduce 
  themselves. As they're in league with Halaster, they want to pit 
  the adventurers against the drow. The adventurers are sure to 
  guess they're hags and will distrust them immediately. No 
  matter—this isn't the coven's first rodeo.  
  The coven has concocted a tale for visitors: that they were 
  cursed into these wretched forms by a sea hag matron now long 
  lost to the waves. They insist that they want nothing but peace. 
  The coven consists of: 
  Caldra Cuttlefingers. Not the youngest nor the oldest, Caldra 
  acts as the diplomat. She assures the adventurers that they'll face 
  no harm in these caves so long as they join them for a supper of 
  oysters and raw fish. She claims to be a fierce adherent of the 
  oath of hospitality and guest right. 
  Coral Black. Coral Black is chiefly psychotic and handsy. 
  Her touch leaves a thin film of slime on any surface, and 
  nothing cheers her up more than to stroke a character's "lovely" 
  hair. If any adventurer has long hair, Coral incessantly offers to 
  braid it.  
  Gurgle Brine. Gurgle Brine is ancient and lost her voice to a 
  bargain made long ago. She speaks through the decaying lips of 
  rotted fish within 30 feet of her. She is quick to anger and tends 
  to slap others with a trout when making overzealous points, 
  even with her own sisters.  
   
  10D. WATER GEYSERS 
  You can expand on this area by incorporating these elements: 
  Geysers. In the gloom, it can be difficult to discern a geyser’s 
  mouth. Roll initiative thrice, each one representing a cluster of 
  geysers. On its turn, it subjects a character standing on it or 
  within 5 feet of it to a DC 14 Dexterity saving throw. If a 
  character was standing on it, they are jettisoned 10 feet into the 
  air and crash to the ground prone, taking 1d6 bludgeoning 
  damage. A character standing within 5 feet of one that fails its 
  saving throw must make a DC 10 Constitution saving throw if 
  it was concentrating on a spell; its concentration is broken on a 
  failure.  
  Grimlocks. You can add 2d4+2 grimlocks to this cave. They 
  fight only in self-defense and warn the party in Undercommon 
  that the “crones provide… but also take.” That is, to say, fish 
  and safe harbor in return for sacrifices the grimlocks must 
  make. The coven has tossed around the idea of pitting the 
  grimlocks against House Auvryndar, but know the savages are 
  no match for the drow. In the meantime, having simple servants 
  to collect food and warn of intruders is enough.  
   
  10G. LARDER 
  You hear a storm of whispering chains and wracking sobs 
  drifting out from the darkness: 
  "Then," a rough voice grumbles in broken Common, 
  "then I's gonna snap off yer fingers, grind 'em, eat 'em, 
  feed 'em to you. You like that? Make you… into stew." 
  "Let me go," sobs a young boy. "Let me go!" 
  Delvin, the 13-year-old human boy, believes the goblin, Lerk, 
  is his jailor and scared witless.  
  Freeing Delvin. The sea hags don't take kindly to the theft of 
  their "cattle" but aren't about to take to arms to prevent it. If 
  confronted, the hags merely shrug and say, "He was the river's 
  bounty—ours to collect" as if that alone excuses everything. 
  They know that there shall be more prey to come, long after the 
  adventurers have gone.  
  Returning Delvin. If the adventurers promise to return him 
  to Skullport, Delvin carries their gear, and will act as a guide 
  once in town. He provides the following information: 
  • Skullport is under the heel of the Xanathar Guild. From the 
  fortress of Skull Island rules a paranoid half-ogre fond of 
  violence. Residents of Skullport shudder at his very name: 
  Sundeth.   
  • An old archmage by the name of Tasselgryn Velldarn runs The 
  Poisoned Quill and can teleport individuals out of 
  Undermountain—for a price.  
  • Pockets of resistance to the Xanathar Guild are holding out in 
  Skullport, desperate for aid.  
   
  10H. HAGS' HOARD 
  This hoard's a graveyard. A mountain of wrecked 
  rowboats, twenty feet high, are needled by barnacle-
  encrusted masts. Countless captain's wheels have been 
  pounded into the walls, accompanied by skulls—some 
  bleached white, some yet still rotting, but all ghastly, all 
  stolen from the depths… hopefully.  
  Jutting from the mountain of wreckage like some 
  ominous tower is a crow's nest watched by a ship's wailing 
  banshee figurehead.   
  Additional Loot. You can add a candle of the deep and a hat 
  of wizardry to the treasure, as well as 1d4+1 potions of healing 
  and one potion of poison.  
   
  VARIANT: THE BOY-WONDER 
  If you'd like to steer the adventurers into conflict with the coven 
  and improve upon Delvin's importance, consider making him a 
  nascent sorcerer (treat him as an apprentice wizard except 
  with a 14 in Charisma and an 11 in Intelligence; whenever he 
  casts a 1st-level or higher spell, you can roll on the Wild Magic 
  table found in the Sorcerer class section of the PHB).  
   
   
  
   
  44 
  The hags recognized his innate power and sought to groom 
  him into their tool through some foul ritual learned from below 
  the waves—and then ship him off to Halaster Blackcloak to be 
  taught in Dweomercore (the Mad Mage's academy found on 
  Level 9 of Undermountain).  
  In this variant, the coven will come to blows with the party if 
  they attempt to take Delvin. They first send the 2d4+2 grim-
  locks in A10D to attack the party and then ambush them as they 
  leave Area 10. If wounded, they dive into the River Sargauth to 
  lick their wounds; they can try to reclaim their prize another 
  day, such as when the boy is back in Skullport.  
   
  12. BOO-TY HUNTERS 
  The spirits clamor loudly to each other and exude shimmering 
  lights that dance upon the shore and river. When the adventurers 
  approach, they hear this conversation: 
  “Thar be nothin’ here, Slurtongue,” some ethereal voice 
  echoes from afar.  
  “Just ‘curz yer blind ass can’t see don’t be mean nothin’ 
  worth somethin’ ain’t here,” answers a barbed voice.  
  “I’ll cut ye down, boy, say that again.” 
  “Ye can’t cut me down,” Slurtongue mocks.  
  “I can try!” shouts the first voice.  
  “Try then, you transparent cur!”  
  You hear the rasp of ghostly steel and a shuddering sigh 
  from a third mouth.  
  The pirates are initially unhostile to the adventurers. If 
  questioned, they explain that they were once sailors of The 
  Lady's Slipper. They don't know how long it's been since they 
  died in these caverns, only that they met their grisly ends at the 
  hands of the "Ladies of the River" (the sea hag coven of A10).  
  The spirits habitually complain about the afterlife and pine 
  for the days when they could still taste the salt on the wind—
  often saying, "Yahar, aye, them were the days," which is echoed 
  by the other two spirits. They know they can't stray more than 
  a hundred feet from the River Sargauth.  
   
  14. STONECARVERS' HALL 
   
  14C. HALL OF STONE 
  At the far end of the hall slumbers an abomination: a 
  three-armed, three-legged creature whose very flesh is 
  stone. A single, closed eye adorns its torso like a pendant, 
  and where a neck would be is instead a fanged maw. 
  If you want to skip the rigamarole of an Arcana check to 
  determine what the hell kind of creature this is, the Mad Mage 
  himself can telepathically lecture them on this xorn and its 
  nature. Read the following: 
  A voice blooms from within your skull: the voice of the 
  Mad Mage. 
  "It's called a xorn," the Mad Mage lectures. "A creature 
  of Elemental Earth, gluttonous and insatiable. Glides 
  through earth as if it were a fish—a fish that becomes 
  water. Pioneers used to ride these babies for miles. This 
  one's all bloated on gems and coins. I call him… Stephen. 
  After my uncle." 
   
  17. DANGEROUS PATHS 
   
  17A. CONTESTED CAVERNS 
  A hoarse voice thunders from the darkness as spears 
  shriek and the gears of crossbows click: 
  "Halt! Come no further, strangers, lest you be met with 
  ash and steel. Identify yourselves before the Legion of 
  Azrok or die as the drow did: alone and afraid." 
  A platoon of armored men stands behind barricades and 
  outcroppings, their weapons of war at the ready. Behind 
  them, the cavern narrows into a steep decline that sinks 
  towards the bowels of the earth.  
  The voice belongs to Kliyuse the Skull Cleaver, a hobgoblin 
  captain. His soldiers guard the junction of these caverns, as 
  well as the entrance to Level 4 of Undermountain, a secret he 
  keeps close to his chest.  
  Once the adventurers identify themselves, read: 
  The captain barks, "There's nothing beyond here for you, 
  strangers. The elves lie in wait in the tunnels yonder. Turn 
  back, for my lord and commander, Warlord Azrok, has 
  demanded that all visitors present themselves to his hall. 
  You are to report to Azrok's Hold; you will be met with 
  peace and lodgings. My men shall ensure your safe 
  passage. Do not disappoint." 
   
  17E. OTYUGH 
  The cavern grows rank with decay. Corpses lie in 
  abundance: elves, quaggoths, men, and goblinoids. You 
  hear a whisper on the absent wind, a whisper sung from 
  the corpse pile: "Save me… please."  
  The otyugh that lairs here uses its Limited Telepathy feature to 
  try and urge a character towards the garbage pile where it 
  attacks from. The otyugh has advantage on Dexterity (Stealth) 
  checks to remain hidden during this time. If the adventurers are 
  being escorted by the hobgoblins, the otyugh doesn't try to lure 
  creatures towards it, but will attack if they root through its 
  garbage pile on their own accord.  
   
  20. DROW TOWN 
  Few changes or additions are necessary for Area 20. 
   
  20B. T'RISSA'S QUARTERS 
  The priestess's bed is filled with spiderwebs, just like her 
  black heart. A chest carved in the likeness of a spider sits 
  in an alcove, watched over by the stuffed heads of 
  bugbears, goblins, and hobgoblins. 
  Additional Loot. The adventurers find a diamond worth 300 
  gp and a pearl worth 100 gp with T'rissa's other treasures, 
  allowing them one use of a revivify spell and the component 
  needed for the identify spell, which they'll sorely need. 
   
  20D. DEMON MIRROR 
  When the adventurers examine the mirror, read: 
  An oval mirror dominates the hovel, its stone frame 
  carved into eerily realistic spiders that seem to twitch and 
  crawl with every glance. Spare no doubt: the ancient 
  dwarves did not make this foul thing.  
  If a creature in the likeness of T'rissa approaches the mirror, 
  read the following:  
  
   
  45 
  The mirror's reflection swirls, yawns, and darkens into 
  smoke from behind which a spider clicks its mandibles 
  and offers a greeting in Elvish.  
  If a creature not in the likeness of T'rissa approaches the mirror, 
  read the following: 
  The mirror's reflection twists and churns like the high-
  tossed sea. Blackness thins to smoke as the sounds of rage 
  echo out from the glassy surface. A creature made solely 
  of foul, yellow wax glares at you with a single red eye and 
  snarls something in a language better left unknown by the 
  men of this world.  
   
  21. AZROK’S HOLD 
  The dwarven ruins lie in filth. The narrow streets are 
  strewn with trash while banners hang without wind, each 
  bearing a bloody handprint inside a red triangle. 
  Hobgoblin squads patrol the streets, their greaves loud 
  against the stone.  
  If the adventurers are unaccompanied by hobgoblins sent by 
  Kliyuse the Skull Cleaver (see Area 17A), then two bugbears 
  halt the party at the gates. Otherwise, they salute the platoon 
  and have a short conversation in Goblin detailing the 
  registration process for visitors.  
   
  21A. "KREK" 
  If pressed as to why a bugbear just left a baby on its shelf, and 
  its forced to reveal its nature, the oni merely smiles and says, 
  "A deal's a deal." Krek is unintimidated by the adventurers and 
  wagers that it'd receive institutional support from Azrok's forces 
  if attacked. 
  Some other phrases that Krek can use are detailed below; 
  adapt accordingly: 
  • "Don't make this any harder than it has to be for these people. 
  Mind your business and not mine, no?" 
  • "Would you rather I take up residence in Skullport? 
  Waterdeep? Where so many children frolic about, lost in the 
  ignorance of youth? Would you rather this nightmare be upon 
  them?" 
  • "Leave me to my devices, knave, for every beast has to eat—
  and worse is the one that's desperate and starved." 
   
  21G. XANATHAR'S AMBASSADOR 
  You have the opportunity to intimidate your adventurers with a 
  mind flayer and a game of dragonchess. When the adventurers 
  arrive, Ulquess politely, but firmly, invites them to play a match 
  with it. Read the following: 
  The aberration smiles, sweeping a hand towards a three-
  tiered dragonchess set. "Do indulge me, wouldn't you? 
  This thoroughfare—" The creature gestures to the air, 
  towards all of Azrok's Hold. "—is so utterly unamusing. I 
  relish a fresh challenge from a keen and curious mind." 
  The adventurer playing against Ulquess must contest its 
  Intelligence check using a (dragonchess) gaming set with the 
  mind flayer's (which has a +7 bonus). Nothing is anted except 
  pride and satisfaction.  
  Misdirection. The mind flayer cannot tolerate new visitors to 
  Skullport. If the party seems intent on going to the town, not 
  only does Ulquess reveal an Undermountain secret, it also 
  provides exact directions to Level 4. It phrases it in a manner 
  similar to, "Why would you waste your time there when the 
  next descent is so close?" 
  Confrontation. If the adventurers confront the mind flayer 
  over its insidious plot to seize control of the Legion by replacing 
  Azrok and Lurkana's minds with intellect devourers, read the 
  following: 
  The aberration gives you another smile, this one far too 
  smug for your liking. "Go on then. Tell the fool. Tell 
  Azrok what you've learned. What can be a peaceful 
  transition will instead be red. So very, very red. I'll start 
  with the children. Turn them into a murderous horde. Let 
  them soak up the arrows as I glide into that hall and rip 
  the hobgoblin's brain from his skull. See that I won't." 
   
  21M. PREETA KREEPA 
  Arcane flames paint this cave in flickering lights as rats 
  scurry in and out like a river. A woman standing before a 
  stone hovel has her back to you. She plucks moss from 
  the wall and handfeeds it to her rats. When she turns to 
  you, you have to swallow your disgust—for where her 
  eyes ought to be are two eyestalks that blink milky tears. 
  "Only the desperate or blind come here," the old woman 
  says, cuddling a rat. "Which, I wonder, are you?" 
  Preeta is cordial, but cautious. She's a veteran of these caverns, 
  having fled from the wrath of her former master, the lich 
  Arcturia, one of Halaster's apprentices. Much has changed in 
  those years, however, and her knowledge is dated. She can at 
  least describe the next level, the Twisted Caverns, as "a watery 
  realm of fishfolk and moldering fungi." 
  Additional Loot. Preeta has carved several shelves into the 
  wall through a stone shape spell. They're stocked with various 
  alchemical ingredients and moldy tomes. Amongst them are 
  2d4+2 potions of healing that Preeta has been brewing to better 
  assist the hobgoblins. She can be persuaded (DC 14) to part with 
  up to three for the adventurers.  
  Free Alussiarr. As described in DotMM, Preeta suggests the 
  party free Alussiarr on Level 14. Read the following: 
  Preeta draws closer. Her eyestalks shed milky tears. 
  "Listen," she whispers. "Down in the depths, on the 
  fourteenth formal level lies Arcturiadoom—the domain of 
  my former master, a lich by the name of Arcturia. It was 
  she who cursed me to this hideous form.  
  "Amongst her many victims is the prisoner Alussiar, a 
  man whose very blood is magic. She draws upon it like a 
  well, using it for her foul magics. Free him, I implore you. 
  If not for his sake, then for the sake of all Undermountain. 
  All the world." 
  So afraid of her former master is Preeta, she avoids using 
  Arcturia's name more than twice in one hour, lest the lich 
  somehow hear it and fixate her arcane eye on Preeta. She will, 
  however, share the following about the lich: 
  • "She" is an apprentice of the Mad Mage, and like him, took 
  many apprentices of her own. Those that vexed or failed her 
  were met with death or disfigurement—like Preeta. 
   
   
  
   
  46 
  • "She" is a creature of habit and spent much of her time in 
  Halaster's domain on the lowest level of Undermountain, 
  only returning to Arcturiadoom to terrorize her students. 
  Preeta suspects this is true even to this day.  
  • Unbeknownst to Halaster, "she" forged a weapon capable of 
  cleansing her lair of intruders and "vagrants": a "weapon of 
  mass disintegration." To activate the weapon requires six 
  mithral keys which are inserted into a machine.  
  • "She" has always envied and loathed two other apprentices of 
  Halaster: Trobriand the Metal Mage and Muiral the 
  Misshapen. Preeta knows little of them but has heard her 
  master disparage them countless times.  
   
  21N. AZROK'S HALL 
  What was once a dwarven smithy has been since 
  renovated into the warlord's great hall. Ancient ash still 
  stains the stone walls and rusted weapons and tools line 
  them. A crimson basin once used to quench metal now 
  clearly quenches a different thirst. Worgs gnaw on bones 
  while goblinoids stand at attention, spears at the ready.  
  "Welcome honored guests," says a hobgoblin woman 
  dressed for war. She stands at the far end of the hall, a 
  hand on the hilt of her longsword. A hobgoblin male sits 
  atop a throne of bleached skulls, a foot resting on the 
  ancient anvil that once sang in this hall. His hand rests on 
  a greatsword's pommel and a helm covers much of his 
  face, darkening his eyes. 
  "Stand and be recognized," the warlord grumbles. 
  "Humble yourself in this hall and be exalted. Exalt 
  yourselves and you shall be humbled." 
  Azrok is proud but desperate for aid. His people are slowly 
  losing the war with the drow. He promises the adventurers 
  riches, safe passage, and favor if they accompany a force into 
  Area 20, Drow Town, or if they bring him the head of T'rissa, 
  the leader of the elves here.  
  If the adventurers refuse, Azrok is disappointed but offers no 
  violence. His forces are spread too thin to deny the adventurers 
  passage to Level 4, Skullport, or even out of his domain, lest 
  more of his soldiers be cut down in the adventurers' escape. He 
  does, however, expect tribute. 
  Lurkana's Quest. After the adventurers finish with Azrok, 
  Lurkana asks for their aid, as described in DotMM. 
   
  SPECIAL EVENT 
  You can use the following event on Level 3: 
   
  CHIMERA DRIFT 
  As the adventurers traverse the banks of the River Sargauth, or 
  ply its waters by boat, a drow elite warrior astride T'rissa's 
  chimaera descends upon them. Meanwhile, two rowboats with 
  1d3+1 drow apiece come forward to capture the party.  
  Tactics. The drow employ these tactics in combat:   
  • The chimaera strafes the adventurers with its Fire Breath while 
  the elite warrior plinks at the party with its hand crossbow. 
  The beast never lands to attack the party and flees at a quarter 
  of its hit points.  
  • To row a boat, one drow must take the Use an Object action. 
  When the drow catch up on the third round of combat, they 
  attempt to incapacitate the party with drow poison and 
  manacles so they can be returned to T'rissa.  
  EPILOGUE 
  Once the adventurers have cleared this level, they should 
  ascend to 8th level.  
  Choose one of the narrations below to end your session, 
  adapting them to fit the events that transpired: 
   
  THE STANDARD SEND-OFF 
  Undermountain has shown you once again the stupid, 
  stubborn crusade of life. No matter how dismal things 
  may be, no matter how barren the land, life continues to 
  eke out a pitiful existence despite all odds. The dwarves 
  once called this place home, and over their graves war 
  both goblins and drow. You cannot help but yearn for the 
  light of the sun, for the wind on your skin, of a world as 
  vast as the sky—but instead, you turn your hopes 
  downward, knowing that there's more darkness ahead. 
   
  THE HOST'S SEND OFF 
  Once again that voice blooms in your skull as tenaciously 
  as flowers after a harsh winter: 
  "And so, our contestants have floundered through the 
  ruins of Stromkuhldur, the grave of the Melairkyn 
  dwarves—gods rest their screaming souls, for only the 
  dead and divine know what horrors they found so deep 
  below the earth. Three levels down, twenty to go. Shall 
  our beloved fools prevail, or will this place be their tomb 
  like so many others? Find out next time on Dungeon of 
  the Mad Mage!" 
   
  WHAT'S NEXT? 
  The Mad Mage's voice springs from the stones: 
  "Ah… A fork in the road. Dare you diverge to the Port 
  of Shadow or delve into the nightmare realm below?" 
  The adventurers can choose a brief respite in Skullport or 
  descend to L4, the Twisted Caverns. Use the Mad Mage to spur 
  the debate, using the narrations below:  
   
  SKULLPORT 
  The Mad Mage's tone is pitched with grief: 
  "Ah, Skullport. Dearest Skullport! Jewel of the 
  Netherese magi, the only shard of civilization in 
  Undermountain. Alas, the beholder's iron regime has 
  stolen this place as well and its people cry out for 
  freedom! Will our contestants be the gears that drives the 
  machine of revolution? Or will they simply pass on by 
  like the other would-be heroes of history?" 
   
  THE TWISTED CAVERNS  
  The Mad Mage sneers, "Only a fool would venture forth. 
  Only fools and madmen, for in the twisted caverns below 
  Stromkuhldur, the dwarves did find something, oh yes. 
  Something that should not be. Something that hungers, 
  but not for blood. The elves know of this horror. So, will 
  our contestants carry on? Or will they turn to Skullport, 
  tails between their legs, and save such horrors for another 
  day?" 
   
   
  
   
  47 
  SKULLPORT 
   
  "I wonder if that mind flayer is still running amok," – Halaster Blackcloak 
   
  THE PORT OF SHADOWS 
  Skullport is an entirely optional portion of the 
  adventure. However, the Companion holds 
  that it is vital to visit the port. It's the closest 
  thing to civilization in Undermountain, a place 
  where a traveler can expect to wake without a 
  knife pressed against his or her throat—
  provided they locked their door, of course.   
  Skullport has quite the storied past. It was 
  once an enclave of the ancient Netherese magi. 
  Over the eons, as these magi moved on, thirteen 
  wizards volunteered to serve as Skullport's 
  eternal guardians (and rulers) by becoming 
  flameskulls—sentient, fiery undead beholden 
  to no master. Under their tough-but-fair rule, 
  Skullport flourished into a center of seedy 
  commerce and intrigue. Alas, not even the 
  Thirteen could escape the ravages of time and 
  over the eons, they've lost their minds—and so 
  too their grip on the Port of Shadows.  
  The Missing Narrative. Skullport feels like an 
  afterthought of DotMM. Its authors made little use of it and 
  provided no story or narrative for the adventurers to partake in. 
  It almost seems as if they wrote it to be so empty and of little 
  consequence just to appease those demanding Skullport finally 
  be represented in a 5th Edition campaign—but without having 
  to put actual effort into it. As it is, the town is nothing short of 
  a disappointment. This chapter of the Companion fleshes out 
  the Port of Shadows—namely by providing an actual questline 
  for the adventurers to complete. See Return of the Thirteen.  
   
  QUICK NOTES 
  • 
  The Xanathar Guild rules Skullport. They're at war with the 
  Zhentarim due to the events of Waterdeep: Dragon Heist. 
  In short, while negotiating a merger, a precious bauble of 
  Xanathar's was stolen; the paranoid beholder accused the 
  Zhents of stealing it, sparking a gang war. Zhentarim 
  characters, and even Harpers, might be imprisoned for their 
  affiliation with these factions.   
  • 
  Tasselgryn Velldarn can teleport characters to Waterdeep 
  for 50 gp a head. It's a one-way trip that ends in the attic of 
  an orphanage in the Dock Ward. See A27.  
  • 
  There's no general store in town and goods are sold at five 
  times their normal price. Skullport's in dire need of fresh 
  food and other necessities offered only on the surface. 
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • Delvin (see L3, A10), a young boy that hails from Skullport, 
  was snatched up by the sea hags lairing upstream. Distraught, 
  his poor mother roamed the town for half a week before 
  Delvin's friend, Kal, told her the truth. If the adventurers 
  return him to his mother Selnathia, she provides them with a 
  warm meal and lodgings in their humble cabin.  
  • An Undermountain quest, Pay a Harper Debt, is concluded in 
  Skullport. The character must deliver a pouch of gemstones 
  to Ca'al, the keeper of The Flagon and Dragon tavern (A19).  
  RETURN OF THE THIRTEEN 
  The Companion grants the adventurers the chance to 
  throw off the shackles of the Xanathar Guild and 
  return Skullport to its former glory by restoring 
  one of the Thirteen to its sanity. Once one flame-
  skull is restored, it works tirelessly to redeem its 
  brethren and reinstate their rule. Should they 
  succeed in this endeavor, the Xanathar Guild 
  will crumble—for while the Thirteen are 
  outnumbered, they cannot die unless their 
  remains are sprinkled with holy water—
  which Skullport has a distinct lack of. Over 
  the course of days or weeks, the Thirteen can 
  turn Skull Island into a screaming oven.   
  Restoration. To scour a flameskull's dementia, 
  the party bring it to the last of the Netherese's 
  legacy: an underwater grotto where the Thirteen 
  first surrendered themselves to undeath. Danger 
  abounds: not only do they need to transport the 
  skull underwater, but they must also contend with 
  two forces opposed to the Thirteen's fiery return: 
  • The Xanathar Guild, who grows wary if they see the party 
  communicating with a flameskull. A lieutenant at first tries 
  to scare them off. Failing that, the lieutenant informs Sundeth 
  of their antics, who orders their immediate arrest.   
  • The sea hag coven of L3 learns of the adventurers' plot through 
  Anderian Dusk (see A30). The coven feels threatened by the 
  very prospect of a Skullport under the thumb of the Thirteen. 
  They later ambush the party in the Grotto of the Netherese. 
   
  The Return of the Thirteen questline follows five acts: 
   
  I. A REVOLUTION OF FLAMES 
  Return of the Thirteen begins with one of three quest givers. 
  These possible quest givers are: 
  • Bosskyn Gorrb, a blind tiefling Zhentarim spy, that's found 
  himself embroiled in the Xanathar-Zhentarim feud. Without 
  his sight, he stands no chance of escaping Skullport. If his 
  affiliation is revealed, he would certainly hang from the 
  gallows or rot in the Tower of Seven Woes. His only hope is 
  to topple the Xanathar Guild from within. See A26 for details.   
  • Felrax, a dragonborn Harper mage chasing a fantasy of 
  turning Skullport into a shining, egalitarian city. Felrax has 
  already researched the ritual that may restore the Thirteen's 
  sanity. See A31 for details.  
  • Ulvira Snowveins, a Harper spy wracked with guilt. The last 
  adventurers she propositioned for this quest disappeared, but 
  never left town; she's absolutely certain they were murdered. 
  Unbeknownst to her, the sea hag coven (see above) learned 
  of the adventurers' plot and drowned them. Their bones lie 
  just offshore, already picked clean by fish. See A15 or A23 
  for details on Ulvira.  
   
  Once the party agrees to take the quest, they must lure a 
  flameskull into captivity. For its part, the flameskull doesn't put 
  up a fight (unless outright attacked) but it tries to escape with 
  the harmless perseverance of sand falling through one's fingers. 
  Let your players come up with whatever antics they may.   
  
   
  48 
  II. NIGHTSHADE'S SIMPLE REQUEST 
  The adventurers are sent by their quest giver to Nightshade, the 
  withered crone that runs the poison shop (see A34). Ancient, 
  she has weathered and witnessed countless years in Skullport, 
  and has forgotten more forbidden alchemy than most scholars 
  will ever learn. She is aware of the ritual that can restore the 
  Thirteen to their former glory, as well as the most important 
  component: Netherese blood mixed with arachnid venom.  
  To acquire this concoction, Nightshade dispatches the party 
  to the Tanor'thal Refuge (A36) to rescue Gonderth Nethran, the 
  last living descendent of the Netherese still in Skullport. She 
  does not, however, reveal the importance of his blood until he 
  is firmly in her grasp.  
   
  III. REACHING THE GROTTO 
  Armed with Nightshade's tincture, the party must transport a 
  flameskull to the underwater Grotto of the Netherese. For the 
  sake of the adventure, assume that a flameskull completely 
  submerged in running water is reduced to 0 hit points until its 
  Rejuvenation feature kicks in 24 hours later (if it is no longer 
  underwater). The adventurers must find a way to transport the 
  skull without extinguishing its flames. Suggestions include: 
  • Trapping oxygen in a rowboat by flipping it, and then taking 
  it underwater. 
  • Dousing a flameskull in a potion of water breathing or casting 
  water breathing on it.  
  • Wrapping a flameskull in a cloak of the manta ray, provided 
  by the kuo-toa in Area 10. 
   
  Regardless of their method, the adventurers are still sent to 
  A10, as their quest giver suspects the old kuo-toa living there 
  knows the location of the grotto, as its lair is nearby. The kuo-
  toa will act as a guide in return for food, communicating that 
  desire through hand gestures. See A10 for details on the journey 
  to the Grotto of the Netherese.  
   
  IV. LEGACY OF THE SARGAUTH 
  Once the adventurers enter the Grotto of the Netherese, read: 
  You surface from the cold depths and behold a black sky 
  adorned with stars—gemstones, measureless in both 
  beauty and number. The cavern is alight with blue-and-
  white flames emitted by floating torches.  
  Standing grand on a small island are three statues, each 
  carved from marble and decorated with ancient runes. All 
  three are magi; two wield staves while the middle one 
  looks to the distant horizon, a hand on her brow and a 
  smirk on her lips. 
  This grotto was found by the ancient Netherese and was long 
  considered sacred before the Thirteen volunteered for eternal 
  servitude. Here, before the statue, they gave these newly risen 
  guardians their one and only instruction: "Rise, ye spirit, as 
  guardian and counselor. Now and forever." 
  Any flameskull brought here is awed. Its eyes never leave the 
  statue as the flood of memories press against that gate of 
  senility. If the tincture is poured on the skull's scalp and those 
  words are uttered in ancient Netherese (a bastardization of 
  modern Common) or by someone under a spell of tongues, the 
  flameskull's sanity is restored after 1 minute.  
  The Coven. If they were not previously killed on L3, the sea 
  hags enter the grotto and attack. While all three are alive, they 
  benefit from the Shared Spellcasting trait, as described in their 
  statistics in App. B.  
  When the coven surfaces, read the following:  
  A foul song echoes off the stones, coming from the deeps. 
  It rings far and long, sinuous and suspect. The waters 
  lap… until the first creature emerges: a dog-faced crone 
  draped in seaweed. She breaks out in a yellow, fanged 
  grin. In an abrasive voice she calls, "The Netherese 
  drowned eons ago and so shall their legacy remain below 
  the waves. Today, you join them." 
  As you prepare yourself for battle, the first of the hag's 
  forces surface—gray, grotesque creatures with lidded 
  eyes wielding cudgels and chortling in pain or madness. 
  Two more crones rise from the depths, straddling giant 
  crabs with bloodied pincers. 
  The sea hags are joined by eight grimlocks (each granted gills 
  to breathe underwater) and three giant crabs.  
  Tactics. The hags and their minions follow these tactics: 
  • The sea hags hang in the rear, making good use of their spell-
  casting and Death Glare actions. They care not if their crabs 
  or grimlocks are also caught in a lightning bolt.   
  • If each hag is reduced to half her hit points or fewer, or if one 
  hag dies, the coven flees into the depths to fight another day. 
  • The giant crabs act as both defenders and grapplers, locking 
  the adventurers into place with a Claw attack so that the hags 
  or grimlocks can ravage them.  
  • The grimlocks, driven mad by the same magic that granted 
  them gills—the hags' handiwork—fight fearlessly, even if 
  their masters flee.  
   
  V. RETURN TO SKULLPORT 
  Once restored, the flameskull cackles and hovers to the cavern's 
  ceiling, taking a small tunnel that can only fit a Tiny-sized 
  creature. The light of its emerald flames soon disappears and its 
  cackling fades away as it floats higher and higher.   
  When the party returns to Skullport, they find the Xanathar 
  Guild waiting to arrest them. The force consists of six duergar, 
  four human thugs, two bugbears, and a human veteran. On the 
  third round, Sundeth himself (a half-ogre champion) arrives on 
  his wyvern mount.  
  On initiative count 10 (winning initiative ties), the restored 
  flameskull drifts into view and unleashes a fireball spell aimed 
  at as many Xanathar combatants as possible. It takes care not to 
  include the adventurers—whom it recognizes as its saviors—in 
  the blast. Once the flameskull arrives, read:  
  Emerald lights dance upon the carnage—and the air itself 
  crackles as some foul thing cackles, "Ancient days have 
  come again! We shall never die!" 
  The crackling grows louder as a horse-sized fireball 
  consumes the battlefield, baking warriors into ash and 
  turning their screams into a ghastly choir. 
  On his turn, Sundeth flees atop his wyvern, making a break for 
  the Tower of the Seven Woes (A9). If the adventurers give 
  chase, the flameskull shouts, "Leave him! He is mine. He shall 
  be the last to die in that screaming oven, after watching his men 
  burn, feeling the flames of his reckoning growing ever warmer." 
  The undead thanks the adventurers and then leaves to rally its 
  brethren from their desert of dementia.  
  Rewards. For restoring the Thirteen, the party is awarded four 
  potions of healing, 100 gp, eighteen days' worth of rations, and 
  safe harbor in Skullport. Additionally, Zhentarim or Harper 
  agents gain 2 renown with their respective faction.  
   
   
  
   
  49 
  AFTERMATH 
  The flameskull works tirelessly to lead its brethren to sanity—
  a task that takes six days. Once all are sane, they lay siege to 
  Skull Island, being reborn every day after each defeat until all 
  the Guild's agents have been reduced to smoldering ash. Unless 
  the adventurers help speed things along, this siege takes two 
  weeks to win. Only the gargoyles perched upon Skull Island 
  give the undead trouble—but even they are doomed to dust. 
  Once victorious, the Thirteen reestablish their harsh-but-fair 
  regime. They force the citizens of Skullport to work together in 
  repairing the hoist that lifts seafaring vessels over the retaining 
  wall. After two weeks of grueling work, the hoist is repaired 
  and Skullport regains its trade route to the outside world. In 
  time, hundreds flock to Skullport, many of them wanted or 
  desperate men. This legendary hive of villainy shakes itself 
  awake to sneer once again in the face of the world.  
  As for Halaster Blackcloak, he grins to himself as the 
  spectacle unfolds, ever eager for new and brave souls to wash 
  up in Skullport just to be forced to play in his games.  
   
  AREAS OF NOTE 
  The following areas are of note. Additionally, to reach Skullport 
  is an ordeal all its own.  
   
  APPROACHING SKULLPORT 
  To reach Skullport is to weather the creeping horrors of 
  Undermountain. Two means of travel are possible: 
  • Visitors can arrive by foot via twisting passages rife with 
  danger. From Areas 17 or 23 on L3, it takes two days to reach 
  Skullport. 
  • By plying the River Sargauth, visitors can reach Skullport in 
  six hours.  
   
  Random Encounters. Using a d20, roll for a random 
  encounter every four hours while on foot. Roll every two hours 
  while traveling by boat. On a roll of 18-20, a random encounter 
  occurs. Consult the appropriate table above: 
   
  CLOAKED IN RED 
  As the party plies the River Sargauth, they hear a distant, 
  unsettling moan from upstream. Out from the darkness swoop 
  four cloakers (one true cloaker and three illusory duplicates 
  created by its Phantasms ability). On its first turn, it uses a Moan 
  action while within 60 feet of the boat. On its second turn, it 
  swoops down to engulf one victim with its Bite, defending itself 
  on subsequent turns with its Tail attack until it's time to flee.  
  Treasure. Cloaker carcasses are invaluable. Their hide makes 
  for wind- and water-resistant leather and some consider its meat 
  a delicacy—certainly a step up from the carrion being served in 
  Skullport right now. The adventurers can sell the carcass in 
  Area 20, the Dark Harvest Market, for 75 gp.   
   
  CRANIUM RATS! 
  Undermountain is plagued by rats in all but the most barren of 
  places but the passages to Skullport are haunted by swarms of 
  cranium rats (described in VGM) that spy on travelers for the 
  mind flayer that preys upon the Port of Shadow.  
  Adventurers can notice the curious and eerily intelligent rats 
  following them with a passive Perception score of 14 or higher. 
  The rats enjoy toying with humanoids, using their telepathy to 
  appear as disembodied voices. They flee if attacked.  
  RANDOM CAVERN ENCOUNTERS 
  d6 Encounter 
  1 
  Quaggoth Warband 
  2 
  Gone Fishing 
  3 
  Legion Platoon 
  4 
  Duergar Hunters 
  5 
  Death from Above  
  6 
  Cranium Rats! 
   
  RANDOM RIVER ENCOUNTERS 
  d4 Encounter 
  1 
  Scrawled Omen 
  2 
  Gone Fishing 
  3 
  Cloaked in Red 
  4 
  River Wolves 
   
  DEATH FROM ABOVE 
  The adventurers enter the territory of 1d6+2 piercers and one 
  roper, all packed into a passage approximately 20 ft. wide, 30 
  ft. long, and 40 ft. high. Because they are indistinguishable from 
  stalactites while remaining motionless, the adventurers will be 
  surprised at the start of the encounter.  
  Tactics. The monstrosities follow these tactics: 
  • The roper is adhered to the ceiling, 40 ft. up, at the center of 
  the passage. A creature grappled by its Tendrils (which have 
  a range of 50 ft!) falls up to 30 ft. if freed, taking up to 3d6 
  bludgeoning damage from the fall.  
  • The piercers take the Ready action when they first detect the 
  adventurers so that they may use their Drop attack the very 
  moment a creature passes underneath. As the ceiling is 40 ft. 
  high, each Drop attack deals 4d6 piercing damage on a hit. If 
  this attack doesn't kill its prey, the piercer slowly squirms 
  back up the cavern wall and out of harm's way.  
   
  Treasure. If the roper is slain, it crashes to the ground. 
  Creatures that spend a minute rooting through its gizzards can 
  find 2d4 rubies and 1d3 sapphires (worth 50 gp and 25 gp, 
  respectively).  
   
  DUERGAR HUNTERS 
  The adventurers cross paths with a party of 2d4+2 duergar out 
  hunting cave fishers, giant spiders, and other beasts. The 
  passage the party comes through is strewn with old bones and 
  gravel, which disadvantages any Stealth checks within this area. 
  Fearing conflict or predators, the duergar become invisible if 
  they detect the adventurers.   
  If discovered and the party looks threatening (such as if they 
  aren't wounded), make a collective DC 12 Wisdom saving 
  throw with advantage for the duergar. On a failure, they're 
  frightened and cow before the adventurers. They can provide 
  instructions to quickly get to Skullport, reducing travel time by 
  2d4 hours.  
  If the adventurers look weak, there's a 25% chance that the 
  duergar leader, a greedy murderer by the name of Klarn, orders 
  an ambush.  
   
   
   
  
   
  50 
  GONE FISHING 
  This encounter can occur on foot or by boat. Three cave fishers 
  (see VGM) have strung up a cavern's mouth with adhesive 
  filaments. They lurk upside down nearby, sixty feet from the 
  river surface or ground, and have advantage on any Dexterity 
  (Stealth) checks to remain hidden.  
  Establish a marching order or the adventurers' position on 
  their boat. The first character becomes adhered to the filament; 
  if the characters were marching two abreast or more (or were in 
  the same location on a boat), then both become adhered and are 
  grappled (escape DC 13). Roll initiative; on the cave fishers' 
  first turn, they use their Filament action to reel in their prey. 
  Ever competitive, the predators swarm the first creature to be 
  reeled in. A character that is freed falls 60 feet and takes 6d6 
  bludgeoning damage; or half that, if they fall into the river.  
  Treasure. Cave fisher blood is alcoholic and used in several 
  dwarven spirits. Over the course of 10 minutes, a character that 
  succeeds on a DC 15 Intelligence (Nature) check can harvest 
  1d4+1 vials of cave fisher blood. Gyudd (see A16) happily buys 
  the blood to brew.   
   
  LEGION PLATOON 
  The party encounters a Legion of Azrok platoon consisting of 
  2d6+2 goblins, two bugbears, 5d4+3 hobgoblins, and a 
  hobgoblin captain. Unless the adventurers consist mainly of 
  drow, the platoon isn't hostile. The platoon is returning form 
  Skullport with supplies, borne by the goblins, which march in 
  the heart of the platoon, far from predators that would ravage 
  the flanks. The platoon has already dispatched a pair of scouts 
  to check the passages ahead for danger.  
  Five minutes before the adventurers encounter the platoon, 
  they cross paths with the two hobgoblin scouts, who are hiding 
  behind stalagmites. These scouts wear leather armor (AC 12) 
  and left behind their shields, so as to not be so easy to detect. 
  The scouts are 60 ft. away from the party when they first creep 
  away to go inform the platoon, which is half a mile away.   
  If the scouts successfully slip away, they inform their captain 
  of the adventurers. The captain may order its platoon to hunker 
  down and await their arrival. If it meets the party, the captain 
  requests the party visit Azrok's Hold on L3 to help fight "the 
  vile drow that would see us all in chains."  
   
  QUAGGOTH WARBAND 
  A quaggoth warband in loose affiliation with House Auvryndar 
  regularly ambushes travelers on their way to Skullport. They 
  consist of 2d4+3 quaggoths and a quaggoth thonot.  
  Tactics. The quaggoths employ these tactics: 
  • The quaggoths are perched on ledges or gripping handholds. 
  When the adventurers pass through, they drop down into the 
  party's ranks.  
  • The thonot starts perched upon a ledge with a commanding 
  view of the passage, 10 ft. up. It opens up with a heat metal 
  spell on an armored character. On its second turn, it casts 
  mirror image. On its third turn, it wades into the fray.   
  • If the thonot's concentration on heat metal ends or is otherwise 
  thwarted, it casts enlarge/reduce on itself, choosing Enlarge 
  if it intends to fight or Reduce if it intends to flee.  
   
  SCRAWLED OMEN 
  While plying the River Sargauth, the adventurers pass by a kuo-
  toa corpse sprawled on the riverbank, just high enough to avoid 
  being pulled in. Blood and bile stain its lips and ragged clothes. 
  A message in Undercommon has been scrawled upon the wall, 
  reading "Drink not the lake."  
  This kuo-toa fled from the horrors of the Twisted Caverns 
  (see L4) but succumbed to the poison swimming in its guts—
  the same sickness spread by the aboleth Illuun. Much like the 
  rest of its kin, the kuo-toa drank the waters without realizing 
  what sort of sickness raged within.   
   
  RIVER WOLVES 
  While the adventurers ply the River Sargauth, they encounter 
  rough waters and rock outcroppings. The character piloting the 
  boat must make a DC 15 Intelligence (vehicles (water)) check 
  to right the boat before it slams against the outcroppings. On a 
  failure, a gaping hole is torn into the hull. Additionally, two 
  characters that are on the edge of the boat must each make a DC 
  14 Dexterity saving throw or fall overboard.  
  Every round, water pours into the boat; it slows and begins to 
  sink. Characters with pails or similar containers can use an 
  action to bucket water out. If three rounds go by without water 
  being bailed out, the boat sinks. If the adventurers have wood 
  or tar, they can attempt to seal off the hole, making a DC 12 
  Intelligence check with carpenter's tools.  
  Just to add to the adventurers' misfortune, 1d6+2 freshwater 
  hunter sharks investigate the disturbance, attacking characters 
  on the side of the boat or in the water.  
   
  ENTERING SKULLPORT 
  When the adventurers finally reach Skullport, there are two 
  points that must made immediately: the Xanathar Guild rules 
  with an iron fist; and the town is haunted by the harmless, senile 
  flameskulls.  
  Flickering, emerald torchlight greets the adventurers as they 
  enter Skullport, shed by a roaming flameskull. The undead 
  drifts pass a contingent of Guild agents that guard the passage 
  or the docks. The guards, as the party notices, cringe when the 
  flameskull nears, despite it paying them no heed. Through this, 
  you establish that the flameskulls are a normal, but dreaded, 
  occurrence in Skullport.   
  When the adventurers arrive, read: 
  An armed contingent greets you with unsheathed steel. A 
  sergeant shouts, "Halt! The Eye sees all, and all who enter 
  Skullport must identify themselves to the Xanathar Guild! 
  Stand and be recognized or taste steel!" 
  As the men approach you, emerald light consumes the 
  area, glimmering on the stones and distant water. Unease 
  muddies the men's faces. They tense, they hesitate… And 
  out floats a skull wreathed in emerald fire, babbling like a 
  beloved, senile grandfather. It pays you no heed. It pays 
  nothing any heed and merely wanders on, shedding its 
  light in the darkness.  
   
   
   
  
   
  51 
  9. TOWER OF THE SEVEN WOES 
  Once this wretched tower teemed with prisoners, but now only 
  a few languish in its cells, for Sundeth prefers an execution to 
  feeding extra mouths. Those imprisoned here have either vexed 
  the half-ogre or are kept alive by orders of his superiors. Some 
  even predate his command and he saw no reason to free them. 
  The two notable prisoners are: 
  Dalanoth. This high elf marine's merchant vessel lays at the 
  bottom of the River Sargauth, his crewmates butchered long 
  ago by a gang that would later be known as the Mandible. 
  Dalanoth has languished in his cell for well over a century. The 
  Tower of the Seven Woes has changed many hands since then 
  and no occupant ever saw fit to release him. Sundeth is curious 
  as to how solitary confinement will take its toll on such a long-
  lived being, even if the half-ogre knows it will move on from 
  Skullport long before the experiment is finished. 
  Jesheen. An accused Zhentarim spy, this human has been 
  tortured relentlessly for weeks. With the lack of other enemies, 
  Sundeth is certain Jesheen is the spy he's long awaited, one that 
  will lead him to "all the others." To no fault of her own, the 
  woman has been driven into giving false confessions, leading 
  to the arrests of several other citizens.  
   
  10. KUO-TOA LAIR 
  The kuo-toa that haunts this place has seen better days. While 
  it wonders why none of its relatives from the Twisted Caverns 
  (see L4) have visited, it is otherwise unaware of the desperate 
  war being fought between the kuo-toa and the aboleth Illuun. 
   
  RETURN OF THE THIRTEEN 
  When the party is ready to bring a flameskull to the Grotto of 
  the Netherese, their quest giver advises them to treat with the 
  old kuo-toa that lairs just off Skull Island, suspecting it knows 
  just where the grotto is.  
  The kuo-toa is visibly nervous in the presence of a flameskull 
  but holds steady. It's hungry and will act as a guide in return for 
  food. If no character can speak Undercommon, the kuo-toa 
  communicates this deal through gestures: it rubs its belly while 
  frowning; pantomimes swimming; and flashes the adventurers 
  a thumbs up. 
  Once its demands have been met, the kuo-toa dives into the 
  water and returns with a cloak of the manta ray. It then beckons 
  the adventurers to follow it below the River Sargauth. The 
  journey is dark and unlit, and the grotto is easily lost between 
  the gloom and stalagmites. The dive takes three minutes if the 
  adventurers follow the kuo-toa.  
  Suffocating. A character can hold its breath for a number of 
  minutes equal to 1 + its Constitution modifier (a minimum of 
  30 seconds), after which it runs out of breath and survives for a 
  number of rounds equal to its Constitution modifier (a 
  minimum of 1 round). At the start of its next turn, it drops to 0 
  hit points and is dying.  
  Once the adventurers arrive to the grotto, see Legacy of the 
  Sargauth above for more the next part of the quest.  
   
  12. DEAD MAN'S CORNER 
  Amongst the many corpses animated by Olive may be a few 
  individuals the adventurers are acquainted with, such as old 
  adventuring rivals or humanoids slain in the levels above—such 
  as the Undertaker bandits from L1 or goblins from L2 or 3.  
   
  15. THE BLACK TANKARD 
  When the adventurers approach this area, read the following: 
  A drunk erupts from the tavern doors, tossed out onto the 
  cobbles by a minotaur dressed in torn leather. The beast 
  shouts a word in a ghastly language, but its meaning is 
  universal: "…and stay the hell out!" 
  The drunk meekly raises a fist and shouts a tangled 
  word of protest before vomiting on the street.  
  The drunk is actually Ulvira Snowveins, a Harper spy that has 
  turned to drowning her guilt in ale. Several adventurers she 
  turned to for aid three weeks ago wound up dead; she's certain 
  they were murdered for helping her restore the Thirteen to their 
  former glory (see Return of the Thirteen above).  
  Ulvira mumbles incoherently about graves under the River 
  Sargauth before going catatonically silent. Afterwards, she 
  drifts off into troubled sleep. The characters can take her home 
  (learning the location by carousing with other patrons) or check 
  her into a room at The Guts & Garters. 
   
  RETURN OF THE THIRTEEN 
  If the adventurers were introduced to Ulvira in this manner, and 
  are still in town when she sobers up, she approaches them the 
  next day and asks them for aid. See A23 for details.   
   
  16. GYUDD'S DISTILLERY 
  Gyudd is one crestfallen dwarf. A lover of his craft disappointed 
  by inferior ingredients, Gyudd wants only to live up to his 
  ancestors' brewing legacy. He offers payment if the characters 
  can bring him any of the following: 
  • Cave fisher blood, which is alcoholic and used in several 
  dwarven spirits. Gyudd happily pays 5 gp per vial of blood. 
  A single fisher corpse can provide 1d4+1 vials. Cave fishers 
  can be found in the caverns outside Skullport.  
  • Wheat, barley, or rye—just about anything he can brew an ale 
  with—is bought by Gyudd for 3 cp a pound (thrice its normal 
  price on the surface).  
   
  19. THE FLAGON AND THE DRAGON 
  Ca'al Claddani runs the best tavern in Skullport and is a wealth 
  of gossip and intrigue. With a successful DC 13 Charisma 
  (Persuasion) check, or after spending 10 gp or more at her 
  establishment, Ca'al can tell a character any of the following:  
  • "We had a pair of tiefling sisters here for a long while. Magi, 
  they were. Pirates too, once. Heard they left for the Mad 
  Mage's academy, buried far below the earth. Dweomercore, 
  they call it." See Level 9 for more information. 
  • "The strangest thing happened the other day. These… slim, 
  olive-skinned fellows stormed through Skullport. Seems like 
  they were looking for something. Or someone." (Ca'al is 
  referring to githyanki knights searching for mind flayers, 
  namely the one that haunts Skullport; she doesn't know what 
  a githyanki is.) See Level 16 for details.  
  
   
  52 
  • "Been gettin' plenty of Shar-worshippers in these parts. Say 
  they're on a pilgrimage to 'Vanrakdoom,' whatever the hell 
  that is." See Level 18 for more information.  
  • "Folks are so bloody scared of this 'Mad Mage' but I've seen 
  my fair share of rowdy, old men in my day. Fella walks in 
  here, I'll put a smile on his face." Ca'al then motions to a 
  single bottle of malt liquor on the high shelf, which she saves 
  for important occasions.  
  • "The Xans' run these parts ever since the Thirteen Skulls lost 
  their god-hatin' minds. Plenty of folks are pining for the good 
  old days when those undead ruled Skullport. 'Harsh, but fair,' 
  they said the regime was." 
  • "Without the hoist, Skullport's as good as dead. Vessels of 
  repute can't make port. Economy's in shambles. Folks are in 
  shambles. Shame people can't put aside their suspicions long 
  enough to repair it—but that's the way the Guild likes it. They 
  want us divided and isolated from the outside world." 
  • "An outcast drow from some 'House Freth' washed up here. 
  Apparently, there's a war between Houses Auvryndar and 
  Freth—survived some great battle, he did, and made it here 
  without a copper to his name. Still made sure to spit on me 
  for being 'only' half a drow." See Levels 10-12 for details. 
   
  Pay a Harper Debt. The characters may have the quest from 
  Threestrings at the Yawning Portal in Waterdeep to deliver a 
  payment to Ca'al. If they do so, the half-drow shows her 
  appreciation by treating the party to a round of Goat's Head Ale. 
  Word finds its way to Bosskyn Gorrb (the Zhent spy), Ulvira 
  Snowveins, and Felrax, that Harpers (or at least sympathizers) 
  are in town—if Ca'al doesn't already send them that way.  
   
  21. THE SWORD AND SEXTANT 
  Oleander and Will are eager to procure accurate maps of Under-
  mountain. Unfortunately, few individuals make their way to 
  Skullport that can provide accurate descriptions of Halaster's 
  mad arcade. 
  If the adventurers visit, the halflings' maps disappoint. They 
  do, however, proposition the adventurers to help draft maps of 
  L1-3. If a character accepts, the process takes one hour. To 
  accurately recall the areas they traveled through requires a DC 
  18 Wisdom (Insight) check. On a failure, the character cannot 
  clearly recall the dungeon and the halflings lose confidence. 
  They pay the character 1 gp for their time. On a success, they 
  pay 5 gp and invite the character back for more drafting. 
  Regardless, they cross-reference their maps with ones already 
  at their disposal.  
  If four characters are detailing the same dungeon level and 
  succeed on this ability check, the halflings produce a mostly 
  accurate map of that level. As a thank you, they gift one copy 
  of the map to the final character.  
  This process can be repeated for any dungeon level, but there 
  is no guarantee Halaster won't do any more "redecorating" as 
  he did after the Spellplague.   
   
  22. THE GUTS & GARTERS 
  Business has been bad for such a long time for the inn that 
  Quietude is surprised to find guests at his counter. He only 
  keeps the inn afloat by spying for Xanathar. When the 
  adventurers arrive, there are no other guests, the last one having 
  checked out two days ago.  
   
  A WORD OF ADVICE 
  Unless your players also played Waterdeep: Dragon Heist, it's 
  suggested you omit the secret door that leads to Xanathar's lair 
  since it has no bearing on this adventure and your players are 
  likely to mistake it for something significant. Suddenly you're 
  digging through a second campaign book for a dungeon you 
  have no earthly business running. 
  Assuming you don't omit it, depict the tunnel as the source of 
  the Guild's reinforcements. The trek takes the better part of two 
  days to reach Xanathar's lair. When the door's discovered, the 
  party can hear voices muffled by the march of boots. In four 
  minutes, a force of 2d4+2 bugbears and three bandits arrive 
  from Waterdeep.  
  The adventurers can collapse the tunnel to seal off the Guild's 
  reinforcements by means of an explosion, such as a shatter spell 
  cast as at 4th-level. 
   
  23. THE FEATHERED RAT 
  The most frequent customers of The Feathered Rat aren't pet 
  enthusiasts but the desperate and hungry—a disappointing truth 
  Ulvira has had to live with.  
   
  RETURN OF THE THIRTEEN 
  Already has Ulvira, a Harper spy, turned to outsiders to help 
  overthrow the Xanathar Guild—and those poor bastards are 
  certainly dead. Guilt has ravaged Ulvira; she knows it in her 
  heart that those adventurers died because of her.  
  Unbeknownst to Ulvira, it was a sea hag coven lairing along 
  the River Sargauth that ambushed her hired adventurers. They 
  now remain vigilant to any future attempts to find the Grotto of 
  the Netherese and any hint that the embers of revolution glow 
  once again in Skullport.  
  Dreams of a brighter, freer tomorrow get the better of Ulvira. 
  Once again, she turns to outsiders for aid, but she is forthright 
  about what happened to the last adventurers she hired. If they 
  accept, she sends the adventurers to Felrax at Dalagor's Fortress 
  (A31). As they leave she tells them, "Watch yourself out there. 
  It's not only in the Xanathar Guild's interests to keep Skullport 
  in chains."  
   
  25. THE BAT'S ROOST 
  This fighting den boasts several combatants, none of whom are 
  named in DotMM. Use the statistics of gladiators with varying 
  races and weaponry. 
  All duels are one-on-one and last until someone first yields. 
  So long as those words, "I yield," aren't uttered, fighters have 
  carte blanche to kill their opponent.   
  The Xanathar Guild has turned a blind eye to these fights, so 
  long as they get a cut of the gambling profits. Magic is legal, 
  but poison and potions are not. Any outside interference ends 
  the fight immediately, cancels all bets, and guarantees a lifetime 
  ban from The Bat's Roost—and maybe a walloping too.   
  Sheathe. One notable warrior wears scarred plate armor and 
  fights without regard for his own life. Everyone knows he was 
  once a paladin of an adventuring party who fell from grace by 
  tolerating his comrades' atrocities. Broken, this blackguard 
  abandoned his old name for a new one, "Sheathe," insisting that 
  his only task left on this earth is to die to the blade of a worthy 
  and righteous challenger. He warns all opponents he will give 
  no quarter and expects none himself. Blackguards (fallen 
  paladins) are detailed in Volo's Guide to Monsters. 
  
   
  53 
  26. THE KEEL HALL 
  Any citizen of the Forgotten Realms knows that a "festhall" in 
  the common parlance is just a politer term for "brothel." 
   
  RETURN OF THE THIRTEEN 
  Bosskyn, a veteran of Skullport, hungers to topple the Xanathar 
  Guild and turn the Port of Shadows into a base of operations for 
  the Zhentarim. However, his faction is at war with the Xanathar 
  Guild, thanks to the events of Waterdeep: Dragon Heist. If that 
  conflict is already resolved, Bosskyn still risks a noose if the 
  Guild learns of his affiliation. Thus, him propositioning the 
  party to restore the Thirteen is a quest of self-perseverance.  
  However, Bosskyn only trusts proven Zhenetarim members 
  enough to enlist them. Unlike his Harper colleagues, Bosskyn 
  has no egalitarian ideals. He doesn't dream of a day when Skull-
  port is just or right. His plans stop only at handing the Thirteen 
  the reins, trusting that their regime will be better for him and his 
  brethren. He makes these facts known without even a hint of 
  shame. "Even when you're blind," he says, "you don't lose sight 
  of what's important."   
   
  27. THE POISONED QUILL 
  Tasselgryn "Tas" Velldarn has the following traits: 
  Ideal. "Life's a ride you can be kicked off of at any time, so 
  spend your golden years however the hell you want." 
  Bond. "I can't leave Undermountain—who else would keep 
  Halaster company?" 
  Flaw. "Madness is precipitated by genius." 
   
  ADDITIONAL SERVICES 
  In addition to teleporting customers to Waterdeep, Tas can 
  provide any of the following magical services: 
  • For 10 gp, Tas will cast identify on a magical item the party 
  provides. In case such an object is cursed, she's already 
  inscribed a glyph of warding underneath her counter that 
  contains a remove curse spell. If that item is indeed cursed, 
  she charges an additional 100 gp—a clause she negotiates 
  well before ever touching the object.   
  • For 150 gp, Tas casts mind blank on a character. "The better 
  to protect you from the Mad Mage," she says.  
  • For 5 gp, Tas casts sending, contacting an associate of hers in 
  Waterdeep that can scribe a letter addressed to whoever the 
  customer names, provided they have the right contact details. 
  For 25 gp, she can also provide the customer a spell scroll of 
  sending so they can "cut out the middle mage." Her most 
  popular item, Tas always has 2d4+2 scrolls available.  
   
  Unbeknownst to customers, Tas often casts detect thoughts 
  when going into the back of her shop, so that she can glean 
  insight into someone and share their thoughts with Halaster the 
  next time he visits for tea.  
   
  31. DALAGOR'S FORTRESS 
  The evil exploits of Dalagor are openly shared by Skullport's 
  citizenry. "He's like a local celebrity," Ca'al at The Flagon and 
  the Dragon is fond of saying. A character can also recall his vile 
  crimes with a successful DC 18 Intelligence (History) check.  
  If the adventurers break into the stone mansion while Felrax 
  is present, the dragonborn mage casts greater invisibility on 
  himself and silently gauges the intruders. If he concludes that 
  they pose no threat or can be trusted, he speaks to them until it's 
  opportune to dismiss the spell.  
   
  RETURN OF THE THIRTEEN 
  The dragonborn heaves a heavy sigh. "I have no dreams, 
  only a fantasy. As a Harper, I'm sworn to fight tyranny 
  everywhere, no matter how futile such a fight might be. 
  Even here in Skullport, so far from the sun and the light 
  of civilization. So now, in my hour of need, I turn to you, 
  my new friends. Will you join me in sedition?"  
  Felrax aims to turn Skullport into a shining city under the 
  mountain—but first he has to settle with restoring the Thirteen 
  and let them do the heavy lifting against the Xanathar Guild. 
  Afterwards, Felrax intends to spirit other Harpers and citizens 
  of good repute to Skullport to gradually change "the very soul" 
  of this place. If his fantasy is fulfilled, Skullport will become a 
  just, egalitarian society. He is, however, aware that such goals 
  are a long shot at best.  
  Felrax, ever the astute wizard, has been researching just how 
  to mend the flameskulls' sanity for months now. He now needs 
  a tincture that, when poured on a flameskull "humbled in the 
  sanctum they first swore their oath," will cure it of its dementia. 
  Only Nightshade (see A34) would know how to brew such a 
  concoction. He promptly sends the party to treat with the crone.  
  The Ritual. The ritual Felrax describes to the party involves 
  taking a flameskull to the last shard of the Sargauth Enclave, a 
  place that, to these undead, would be akin to an altar. Once 
  there, the flameskull must "behold the legacy of the Netherese" 
  and hear the words that bore it into undeath so long ago ("Rise, 
  ye spirit, as guardian and counselor. Now and forever) in the 
  ancient Netherese tongue. "It sounds cheesy," Felrax says, "but 
  trust me, it'll work. It has to."  
  Should Felrax be unable to accompany the adventurers, he 
  gives them a spell scroll of tongues so they can "speak" in the 
  ancient Netherese tongue.  
  Legacy of the Sargauth. The flameskull must be brought to 
  the Grotto of the Netherese, Felrax tells them. That sanctum, 
  however, is somewhere underwater. The only creature he can 
  think of that might know its whereabouts is the old kuo-toa that 
  lairs offshore of the Tower of the Seven Woes (A10). He insists 
  the adventurers turn to the kuo-toa for guidance.  
   
  33. THE OVERFLOWING URN 
  "Garryth's" dastardly secret is of little consequence to just about 
  anyone. The doppelganger has been posing as him for so long 
  that no one would suspect a thing, and the Xanathar Guild is 
  unlikely to care about his murder. The Guild may, however, 
  sentence the doppelganger to death, as it isn't worth the head-
  ache of wondering if your agents are who they really say they 
  are. In that respect, the doppelganger is a threat to the entire 
  community. How can you trust anyone when they might be an 
  imposter wearing their flesh?  
  Still, the adventurers—and no one for that matter—would 
  even suspect that Garryth is secretly a doppelganger. If you'd 
  like to present this to your players, choose one of the following 
  methods: 
   
   
  
   
  54 
  The Widow. Garryth's wife, Allie, which we've invented for 
  this quest, recently began to suspect that her husband has fallen 
  to dementia. How else could he have forgotten such important 
  details of their lives together, like their wedding or the death of 
  their son Jeremiah? Allie can be heard lamenting in The Flagon 
  and the Dragon; or Cal'al gossips with the adventurers about 
  her situation.  
  The Old Friend Seen. The doppelganger is engaged in some 
  illicit activity outlawed by the Xanathar Guild. To cover its 
  tracks, it uses the forms of other individuals while traveling. As 
  the adventurers are passing through the streets, one spots an old 
  friend that has no earthly business in Undermountain. As the 
  party gives chase, the doppelganger shifts again around the 
  corner. This process repeats every day the adventurers are in 
  town until they finally catch the doppelganger in that form 
  again. How it knew the adventurer's acquaintance is up to you, 
  be it the character's murder or as a co-conspirator.  
  Framed! Acting on a grudge, the doppelganger took the form 
  of Ulvira Snowveins and publicly called for sedition. The 
  Xanathar Guild arrests her and is sentenced to be hanged the 
  next day—even though her alibi is ironclad, and the party 
  knows that fact themselves.  
   
  DEATH OF THE DECEIVER 
  When the doppelganger dies or escapes, it randomly shifts into 
  several people, one of whom is someone that an adventurer 
  knew from Waterdeep, until it finally settles into its natural, 
  alien-like form. The doppelganger's presence incites a rash of 
  suspicion and paranoia amongst the citizenry and even the 
  Xanathar Guild, as no one knows who can be trusted. 
   
  34. NIGHTSHADE'S CARESS 
  The crone that runs this wretched shop is as ancient as she is 
  unpredictable. Her only true motive is that the winds of change 
  are always blowing and that it's her pleasure to influence them. 
  To that end, she brews poisons to otherwise cheat lives of their 
  full potential. Nightshade has no particular love or dislike for 
  the Xanathar Guild, but if approached for aid, she delights at 
  the opportunity to sew chaos.  
  Additional Wares. Nightshade is not in the business to relieve 
  ailments but cause them. On her shelves are a number of 
  harmful concoctions described in the sidebar.  
   
  RETURN OF THE THIRTEEN 
  Nightshade is instrumental in restoring the Thirteen's sanity. 
  When the party comes to her for knowledge, read the following: 
  The withered crone gives you a yellow smile. "Ah… You 
  seek to restore the Thirteen's rule—but how can they ever 
  be whole again if their purpose lies forgotten? There are… 
  means, of course. Means that are less savory than what 
  the world above would prefer. But I've my ways. I've 
  always had my ways and they are charted in blood.  
  "You've no doubt seen the spider carved from stone that 
  towers over Skullport. It was carved by the drow of House 
  Tanor'thal and now teems with arachnids. For this ritual I 
  require the blood of a victim not yet dead, cloudy with 
  spider venom. Go forth and go fast, for those beasts have 
  little patience." 
   
  Nightshade sends the party to the Tanor'thal Refuge (A36). 
  Once they return with Gonderth Nethran (or his blood), the last 
  living descendant of the Netherese line, Nightshade reveals the 
  importance of the man's heritage. If Gonderth died, she smiles 
  at the news, delighting at the erasure of his bloodline. If he lives, 
  she insists that he be left in her care "until the poison has been 
  bled from his veins."  
  After Nightshade has the blood, it takes her four hours to 
  brew the tincture. Afterwards, read the following: 
  The crone hands you a stoppered tincture. Her rotted 
  breath assails you like the winds of a thunderstorm as she 
  says, "To restore the Thirteen, you must remind the 
  flameskulls of their purpose, of their creators—but the 
  Netherese magi are all dead, their kin reduced to bone and 
  dust. All but one. And his blood is now yours to use." 
  See "III. Reaching the Grotto" above for the next part of the 
  Return of the Thirteen quest.  
   
  36. TANOR'THAL REFUGE 
  This abandoned stronghold teems with 2d4+2 giant spiders 
  spread out across three chambers. Three ettercaps watch over 
  the arachnids like shepherds. Occasionally, these monstrosities 
  creep down to Skullport, snatching up unsuspecting individuals 
  and hauling them back to the Refuge as food. The arachnids will 
  assault any intruders, but while the ettercaps fight to the death, 
  the giant spiders retreat to guard their eggs if reduced to half 
  their hit points.  
  A creature that succeeds on a DC 16 Intelligence (History) 
  check can recall that House Tanor'thal dominated Skullport's 
  slave trade long ago. Drow characters succeed on this check 
  automatically.  
  Head. A small chamber reserved for the highest ranked 
  member of House Tanor'thal and her consort, this room 
  twitches with cocooned victims, many of which are feeble from 
  venom and lost blood.  
  NIGHTSHADE'S WARES 
  Nightshade sells the following poisons: 
   
  ASSASSIN'S BLOOD (150 GP, 1 IN STOCK) 
  A creature that ingests this poison must make a DC 10 Constitution 
  saving throw. On a failed save, it takes 6 (1d12) poison damage and 
  is poisoned for 24 hours. On a successful save, the creature takes 
  half damage and isn't poisoned. 
   
  CARRION CRAWLER MUCUS (200 GP, 3 IN STOCK) 
  A creature that comes into contact with this poison must succeed on 
  a DC 13 Constitution saving throw or be poisoned for 1 minute. The 
  poisoned creature is paralyzed. The creature can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on a 
  success. 
   
  DROW POISON (200 GP, 2 IN STOCK) 
  A creature injured by a weapon coated in this poison must succeed 
  on a DC 13 Constitution saving throw or be poisoned for 1 hour. If 
  the saving throw fails by 5 or more, the creature is also unconscious 
  while poisoned in this way. The creature wakes up if it takes damage 
  or if another creature takes an action to shake it awake. 
   
  PURPLE WORM POISON (2000 GP, 1 IN STOCK) 
  This poison must be harvested from a dead or incapacitated purple 
  worm. A creature injured by a weapon coated with this poison must 
  make a DC 19 Constitution saving throw, taking 42 (12d6) poison 
  damage on a failed save, or half as much damage on a success. 
  
   
  55 
  Thorax. The thorax has several small living rooms carved 
  into the stone, each sporting cold stone slabs upon which rotten 
  straw mattresses have moldered.  
  Abdomen. The entrance to the refuge, the abdomen is the 
  largest chamber. It's ovoid in shape, 50 feet in length and 30 
  feet wide at its widest point. Once an audience chamber, it's 
  now choked by webs and spider eggs. 
  Treasure. The drow were sure to clear everything out before 
  they fled Skullport, but a few trinkets were left behind. In each 
  room, underneath cobwebs, 1d4 silvered emblems bearing 
  House Tanor'thal's spidery symbol (25 gp) can be found.  
   
  RETURN OF THE THIRTEEN 
  Nightshade (see A34) sends the adventurers here to gather the 
  necessary ingredient for the ritual tincture. 
  The party must drain the blood of a humanoid riddled with 
  ettercap venom, someone on the verge of death, someone whose 
  heart yet pumps. Cocooned victims can be found in the head of 
  the Refuge. When the adventurers arrive, the only living victim 
  is a human by the name of Gonderth Nethran. It so happens that 
  Gonderth is the last of his line—a long line that stretches back 
  to Skullport's heyday when the Netherese magi still lived here 
  in the bowels of Undermountain.  
  Gonderth, a commoner that can cast the light cantrip 
  (Charisma is his spellcasting ability), is stable at 0 hit points. 
  He's poisoned for the next 8 hours unless a spell of lesser 
  restoration or the like is cast upon him. He's been without food 
  or water for three days now. Even while unconscious, his latent 
  magic manifests: his body and cocoon glow as if by a light spell.  
   
  SPECIAL EVENTS 
  You can run these events while in Skullport: 
   
  A MIND FLAYER AMOK 
  As briefly mentioned in DotMM, a mind flayer is rumored to 
  be at large, ever since it ripped out Tor Grayfell's brain (see 
  A18). Using its cranium rat spies, it keeps eyes on Skullport; 
  the rats report whenever newcomers come into town. The mind 
  flayer prefers ambushing outsiders with little connection to 
  Skullport's citizenry, lest the residents band together. Although 
  the mind flayer is unaffiliated with the Seadeeps colony on L17, 
  it is aware of its presence.   
  The mind flayer invariably ambushes the party, although it 
  prefers to attack them in The Guts & Garters as they sleep. It 
  telekinetically manipulates the lock on the door, opening it from 
  outside. It then approaches a sleeping character. If you'd like to 
  give the adventurer a fighting chance before the mind flayer 
  attacks, it steps on a creaky floorboard, waking the character. 
  Otherwise, they awaken when hit by a Tentacle attack.  
  Once its victim awakens, the mind flayer telepathically 
  whispers, "Poor little lamb… Walked straight into the abattoir. 
  My abattoir." 
  If reduced to half its hit points, the mind flayer uses its Mind 
  Blast attack and flees from the window.  
  If the adventurers report this attack to the Xanathar Guild, 
  Sundeth instead tries to find and treat with the mind flayer to 
  induct it into the Guild as an ambassador. There's a 10% chance 
  that, the next night, the illithid instead just rips Sundeth's skull 
  apart and snaps up the half-ogre's disappointingly small brain. 
  Skullport then falls into anarchy.  
   
  THE MAD MAGE PAYS A VISIT 
  You can surprise your adventurers with this event and bring 
  them face to face with the Mad Mage in the most anticlimactic 
  way possible.  
  As described in DotMM, Tasselgryn "Tas" Velldarn and the 
  Mad Mage are old friends. Halaster visits about once a month. 
  When together, the two act like an old married couple. Use this 
  event after the adventurers have already met Tas but before they 
  leave town—or if they ever return. The adventurers are walking 
  through the gloomy streets when they catch sight of Tas with a 
  stranger. Read the following: 
  As you make your way through these squalid streets, a 
  blue light dances in the yet-intact windows of nearby 
  stores. You hear a woman unleash a throaty laugh—
  Tasselgryn Velldarn. As you round the corner, you see the 
  mage walking arm-in-arm with an old loon whose staff is 
  orbited by an azure wisp of light, an old man whose riot 
  of a beard is no match for the madness of his eyes. Eyes 
  that lock onto yours. 
  "Well," echoes the familiar voice of the Mad Mage, "it 
  seems you've caught me on a brief whimsy." 
  Halaster is enjoying his monthly visit with Tas and she hardly 
  tolerates his antics. So, unless something dire occurs, the Mad 
  Mage holds back on any pranks or violence; he won't, however, 
  tolerate anyone that upsets or threatens Tas. 
  While roleplaying the Mad Mage in this moment, dial back 
  on the crazy. He doesn't threaten the adventurers at all, but 
  instead congratulates them for making it this far and wishes 
  them luck. If asked for assistance or information, he remarks 
  that that would be "cheating."  
  The true point of this event is to demonstrate that Halaster is 
  still human; that he still has attachments; and that he's still sane 
  enough to appreciate friendship.  
  Halaster's Remarks. While he's here, Halaster can mention 
  any of the following: 
  • As he gestures to the town, Halaster remarks, "Ah, Skullport. 
  Dearest home of the desperate and lost. Yet without the 
  Thirteen, Skullport's but a shadow of its former glory. The 
  people do not cry out for revolution, but whimper for it into 
  their cups and pillows." 
  • "This place has really gone to hell since the Hoist broke. See, 
  folks are like a stew; if you don't stir it enough, it spoils. And 
  this place sure is spoiled." 
  • "I wonder if that mind flayer is still running amok." 
  • "Skullport's wonderful for blowing off steam—so I banned my 
  students from ever visiting it. Poly'd one into a rooster once, 
  tossed him into the river… Turns out though that roosters 
  can't swim." Halaster then whispers, "Oh, dearest Delanco… 
  How I miss him."  
  • "You're stars, baby! Season eighty-four's goin' grand. You're 
  a hit on all the planes—especially the Nine Hells. Devils 
  galore are pining for your souls. Ratings could be better 
  elsewhere, like the City of Doors, but just wait 'til the mid-
  season finale—it'll knock the multiverse's socks right off!" 
  Halaster does not shed light on what this "mid-season finale" 
  will entail for the party.  
   
   
   
  
   
  56 
  XANATHAR SENDS ITS LOVE 
  The Xanathar Guild finds a spy in its midst and promptly arrests 
  the accused individual, which may be Bosskyn Gorrb, the 
  Zhentarim spy, or Ulvira Snowveins, the Harper spy. If it's the 
  latter, the doppelganger in A33 set her up by taking her form 
  and publicly challenging the Guild's right to rule. 
  A force of four duergar led by a human veteran come to 
  arrest the individual and spirits them to the Tower of the Seven 
  Woes if unchallenged. The prisoner is paraded through the 
  streets before the eyes of all.  
  If the adventurers intervene, Sundeth sends more forces to 
  solve the situation. The half-ogre can't afford to lose his grip on 
  the situation or Skullport; death is the sole price of failure for 
  agents of the Guild. Should word get back to Xanathar, it will 
  no doubt send an assassin after Sundeth.  
   
   
   
   
   
   
  EPILOGUE 
  Unlike other installments of the Companion, Skullport doesn't 
  necessitate a send-off unless the Return of the Thirteen quest is 
  completed. Therefore, the two written below assume that it has.   
   
  STANDARD SEND-OFF 
  And so, you've swept away the darkness from yet another 
  corner of Undermountain. You've made this place 
  brighter—brighter with the emerald flames of cackling 
  undead that history has shown are better rulers than 
  distant tyrants. But can you truly say that this was for the 
  betterment of anyone? Do the downtrodden truly merit an 
  uplifting if it means that the wolves that rule above are 
  elevated too? Perhaps you'll find out before the world 
  itself does—when Skullport opens its harbor to the 
  outside world yet again.  
   
  THE HOST'S SEND-OFF 
  The Mad Mage's voice sets your skin crawling: 
  "Ah, Skullport. The hive of thieves has been kicked 
  back to life and the hornets will sneer in the face of the 
  world once again while the desperate and downtrodden 
  make their way to this Port of Shadows. I welcome them, 
  these desperate fools, for one day soon they too shall play 
  a part in my game. They too shall star on Dungeon of the 
  Mad Mage, long after you're dead and buried." 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  57 
  LEVEL IV: THE TWISTED CAVERNS 
   
  "My love will crash over you, body and soul," – Illuun, the Lover in the Dark 
   
  QUICK NOTES 
  • 
  The Twisted Caverns is a place of madness, desperation, 
  and hopelessness, making it into a wonderful horror story. 
  Utilize these themes to torment your adventurers as they 
  trek through a sunken realm in which foul things lurk just 
  below the waterline and sweet nothings are whispered to 
  their very minds.  
  • 
  Per the rules of horror, Illuun should be heard, not seen, as 
  the fear of the unknown is fuels dread. Per the Companion, 
  none of this level's denizens truly know what Illuun is, for 
  those that have seen the horror are now slaves to its will.   
  • 
  An aboleth gleans a creature's greatest desire by its Probing 
  Telepathy ability. You should know your party's greatest 
  desires before running this level so that Illuun can promise 
  them to a character that "joins" it in the realm below.  
  • 
  Narratively, the optimal path for this level is: A1, to present 
  the dead drow added by the Companion; then A12, to meet 
  the drow there who, in exchange for their lives, lead the 
  party to A11 where they can treat with Melith Auvryndar. 
  Afterwards, Areas 20 and 21 are to be visited, with the level 
  culminating in the Grotto of Madness (A16).   
  • 
  Rafts are found in A14; the party can use them to skip this 
  level for the next by sailing downstream. Illuun can thwart 
  them with the Ambushed! special event.  
  • 
  The party will encounter their first navigable gate (A11C), 
  which links to L2, A5. Per Halaster's Game, the gate is shut 
  down so as to strand the drow.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • Consider the adventurers' relations with House Auvryndar, up 
  to this point. However, it's highly unlikely that the forces on 
  this level would know of the adventurers.  
  • On L3, the adventurers may have received a Quaal''s feather 
  token (swan) for completing Halaster's quest.  
   
  ILLUUN: THE LOVER IN THE DARK 
  So seldom do we get to play with aboleths that you need to 
  make the most of Illuun. Use it to its full potential. Make this 
  place hell. Make it a den of madness from which the adventurers 
  may never escape.  
  Per DotMM, Illuun has a healthy fear of adventurers and will 
  allow them to pass through its demesne unmolested—and that 
  is anticlimactic, to say the least. The Companion instead paints 
  as a tyrant that has grown obsessed with its own flawed concept 
  of love. It yearns to add all creatures to its "harem." So many 
  times has the aboleth been thwarted by mortals, it has begun to 
  explain their success by that very concept: love. Love is a force 
  unto itself, Illuun believes, and it now equates tyranny to love; 
  obedience to love; and worship to love. It seeks to unite all 
  creatures under its command ("love") and, armed with that 
  devotion, overthrow the gods themselves one day.  
  Illuun has the following traits: 
  Ideal. "All will know my love. All will love me." 
  Bond. "Together we will be invincible." 
  Flaw. "No god may rival me." 
   
  WHISPERS FROM THE DARK 
  The Companion adds one more Regional Effect to Illuun's 
  arsenal: it can whisper into the mind of any sentient creature in 
  the Twisted Caverns, even if it is unaware of their presence. 
  These whispers, if undirected towards a particular creature, 
  roam the dark, as if they were tangible entities, until they find a 
  sentient creature. Whispers are most often heard when next to 
  the River of the Depths or any tributary thereof.  
  At your table, you can secretly give these messages to your 
  players via index cards or instant messaging. A few examples 
  of Illuun's whispers are below:  
  • "You… will be… mine." 
  • "Together… we will be invincible." 
  • "They will all betray you in the end. But not I… Never, I." 
  • "I will be your sun, your stars. I will be your everything."  
  • "All will love me. One day. One day soon." 
  • "My love will crash over you, body and soul." 
  • "This place is His prison. I will free him. I will make it mine. 
  All will be mine." (Illuun is referring to Halaster Blackcloak.)  
  • "I was old when the gods were young." 
  • "The end… is cold. Yours will be warm with love. My love." 
   
  HALASTER'S GAME 
  For once, it's not the adventurers playing in Halaster's Game but 
  the kuo-toa and drow within the Twisted Caverns. The variant 
  described in this section can be run whether or not you utilize 
  the Companion's game show element.  
  This variant affects this module in two major ways:  
  • Halaster has shut off the arcane gate in A11C, stranding the 
  drow here, which they previously relied on to enter and leave 
  the Twisted Caverns.  
  • The kuo-toa do not worship a petrified otyugh as their god, 
  but Halaster himself, who created the tribe's ancestors with 
  an accidental wish spell spoken as, "I wish these fish could 
  talk. Maybe walk too. That'd be neat." 
   
   
  
   
  58 
  THE KUO-TOA: SERVANTS OF HALNGALOON  
  His devoted servants, the kuo-toa worship the Mad Mage as 
  "Halngaloon the Mad God." As the kuo-toa possess the ability 
  to create their own gods, the tribe's collective faith empowers 
  Halaster. However, Illuun's conquest has shattered their faith 
  and dwindled the number of worshippers. Halaster, for his part, 
  doesn't need nor care about the extra power granted to him by 
  the tribe's faith, but their worship amuses him, nonetheless.  
  Creation Myth. If asked of their god, the kuo-toa can describe 
  "the Ascension." Once but mundane fish Halngaloon tore them 
  from the River of the Depths and imbued them with sentience 
  and altered their forms.  
  Promised Salvation. "Halngaloon" still whispers to the kuo-
  toa's archpriest, Noogaloop. He has promised salvation for his 
  people if they can complete but one simple task: bring an effigy 
  of the Mad God to the Grotto of Madness (A16) and perform a 
  sacred ritual there. This ritual, of course, is nothing more than a 
  debasing dance without a hint of magic whatsoever. Noogaloop 
  is oblivious to this fact.   
  Changes to DotMM. Halaster's Game changes the following 
  details regarding the kuo-toa of this level: 
  • The petrified otyugh statue of A16 is instead a perfect statue 
  of Halaster, albeit with some strange deformities that better 
  represent Halngaloon, the Mad God. 
  • Noogaloop is instead creating an effigy of Halaster in Area 21. 
  The kuo-toa does not decide on a whim that an adventurer's 
  head must adorn the effigy. Instead, it expects the adventurers 
  to escort him and his warriors to the Grotto of Madness. 
   
  HOUSE AUVRYNDAR: THIS ISN'T FUNNY ANYMORE 
  Our familiar heels have come 'round again: the drow of House 
  Auvryndar. Commanded by Melith, they watched the conflict 
  between the kuo-toa and the aboleth—at least they did until 
  Illuun began adding their soldiers to its "harem." To make 
  matters much, much worse, their sole means of egress, the 
  arcane gate in A11C, has stopped working—the handiwork of 
  Halaster Blackcloak, no doubt. 
  Although the drow aren't certain what exactly "The Lover in 
  the Dark" is, they understand its presence tainted the river—a 
  fact that dawned on them far too late. Dozens have succumbed 
  to the sickness; many have died. With their water supply gone, 
  and their sole means of egress stolen, the drow are going mad 
  with fright—and the whispers that hound them have done little 
  to preserve their frayed sanity. Melith has had no other choice 
  but to bunker down, ration the dwindling supplies, and await a 
  means of escaping this hell or putting down its devil.   
  Changes to DotMM. Halaster's Game changes the following 
  details regarding the drow of this level: 
  • The arcane gate of A11C has been shut off. 
  • Magical communication fails to leave the Twisted Caverns. 
  Spells of sending and the like can only be transmitted to 
  creatures within Level 4. Therefore, the drow cannot contact 
  House Auvryndar for aid.   
  • Several deserters abandoned the outpost but only made it as 
  far as Area 1 before succumbing to sickness. Survivors have 
  already fled to the Sargauth Level above and were cut down 
  by the hobgoblins guarding the pass.   
   
   
   
   
   
  AREAS OF NOTE 
  The following areas are of note: 
   
  THE RIVER OF THE DEPTHS 
  The river—the mythic River of the Depths—sings in the 
  darkness, sparsely lit by iridescent fungi. In the eerie 
  pallor you can make out dead fish that cloud the river and 
  a thin sheen of slime that coats the surface, leaving a 
  greasy film on the shores. The current is too slow to pose 
  a threat—and yet some distant part of your mind shudders 
  at the sight of that water.  
  Assume that a portion of the river is as deep as it is wide. Areas 
  adjacent to the river may be at water level or tower above as 
  ledges a few feet up.  
  Special Event. The aboleth's forces slither beneath the waters 
  and can ambush creatures plying the river. See Ambushed! in 
  Special Events below.  
   
  1. FUNGUS FOREST 
  There’s but one way to go and it's forward. The passage 
  spirals down into the bowels of the earth, terminating at a 
  forest of fungi. Zurkhwood mushrooms tower over mossy 
  paths that meander through patches of trillimac fungi. A 
  river’s song roars in the distance, echoing throughout the 
  caverns.  
   
  HALASTER'S GAME 
  The first area of the Twisted Caverns must be wholly devoted 
  to building suspense. Dead elves litter the forest, most clutching 
  at their bellies or drowned in both bile and blood. A foul stench 
  clings to their corpses. No wounds can be found. Before the 
  elves knew of the aboleth, many drank from the River of the 
  Depths and were poisoned by its influence. Others succumbed 
  to the aboleth’s foul touch: their skin is translucent and slimy 
  and corroded. These elves literally dried to death, for without 
  moisture their skin could only burn. See the “Tentacle” action 
  in the aboleth statblock for details on this foul disease.  
  As the adventurers explore more of the Fungus Forest, read: 
  The forest is littered with dead elves, all drow, all 
  clutching at their bellies or drowned in a soup of bile and 
  blood. Those that did not succumb to this… this sickness 
  instead fell to something far worse. Their flesh, you see, 
  is translucent, slick with slime, and mottled with burn 
  marks. What a helluvah way to die.  
  One drow yet lives, but she's doomed to succumb to the 
  aboleth’s drying disease. Sarka's her name and she sputters out, 
  “It whispers from the dark,” before fatally convulsing. Only a 
  heal spell or the like of 6th-level or higher can save the elf—
  and while she’ll show her gratitude, once returned to her kin in 
  A11, any loyalty she has to these outsiders dissolves.   
   
   
   
  
   
  59 
  2. JIBBER-JABBER  
  Sometimes true beauty is found only within; Jibber-Jabber is 
  proof of that. While most ettins are foul-mannered, murderous 
  giants, this one is what few folk ever are: content. That being 
  said, Jibber-Jabber has but one desire and it's treasure to ogle. 
  The ettin is friendly and curious, as it rarely gets visitors. 
  Roleplaying the Ettin. Each of an ettin’s two heads has its 
  own personality and mind, so utilize that for Jibber-Jabber. 
  Jibber is quiet and clever (for an ettin) and Jabber is loud and 
  gregarious. If you’re capable of accents or voices, assign one to 
  each head. 
  Special Event. Jibber-Jabber doesn't know what danger lurks 
  below the tide. After the adventurers leave, the ettin approaches 
  the river one too many times and Illuun enslaves Jibber-Jabber. 
  See the Jabbering Madness below for more information. 
   
  HALASTER'S GAME 
  Dead drow are here as well. Jibber-Jabber, ever sympathetic, 
  did his best to save the elves but was powerless. Their deaths 
  have reduced the giant into a blubbering mess and, when the 
  party arrives, he demands their help, even though it’s too late to 
  save the two survivors who are in the grips of a fatal seizure.  
  Jibber-Jabber does not understand how or why they’re dying 
  but mentions the “many little people from the river.” He 
  suggests they speak to the Alchemist in Area 4.  
   
  3. DEATH FROM ABOVE  
  The passage is fanged with stalactites. As you crane your 
  neck to view them, a bit of water drips from above, 
  landing on your face. It's thick and cloudy and reeks like 
  a barracks—spittle. It's not water, but spittle! The stones 
  rattle above as something squirms—a stalactite comes 
  crashing down and a single eye opens up on its side!  
  C'mon, you're gonna let only one piercer drop? You want an 
  action montage of the party rushing through a passage that's 
  crashing down upon them. Roll initiative for two groups of 
  piercers, four apiece, so that one bad initiative roll doesn't 
  render all the piercers impotent.  
  Tactics. The piercers have already taken the Ready action, 
  preparing to use their Drop attack for when a creature passes 
  underneath.  
   
  4. THE ALCHEMIST 
  A stone block sits at the center of the cavern, stocked with 
  vials, bottles, alembics, distillers, and other alchemical 
  equipment. Out from a small, makeshift hut comes a 
  robed young man cradling wooden gourds that rattle 
  against his chest. His surprise breaks into a warm smile. 
  "Well, hello there!" 
  Players are quick to distrust those they meet, and nothing is 
  more suspicious than a friendly young man living peacefully in 
  Undermountain. Fortunately, these aren't the first adventurers 
  to happen across the Alchemist, and it's more than equipped to 
  quash their suspicions.  
  Hut. Halaster was kind enough to give the slaad a hut to lend 
  credence to its disguise. If scrutinized under a spell of detect 
  magic, it reeks of conjuration magic, as Halaster stole the entire 
  thing from a halfling village. Likewise, it has all the dimensions 
  of a halfling-sized abode, with the small furnishings to match.   
  Lost in Translation. The Alchemist only speaks slaad, but it 
  cannot use its telepathy without blowing its cover, hence why it 
  brews potions of comprehension. When the adventurers first 
  arrive, the slaad gives them a wave, and returns to his hut (see 
  above) to drink a potion. The comprehend languages spell only 
  allows a creature to understand the literal meanings of words it 
  hears. If the party uses any slang or parlance, the Alchemist 
  expresses confusion.  
  If the party ever returns unannounced, the slaad will not have 
  drank a potion, trapping it in a precarious situation. 
   
  11. DROW OUTPOST 
  Not a single elf could ever truly imagine what sort of hell they 
  had signed up for. Not even Melith or Thirza know for certain 
  what lurks beneath the water, but they hope like hell it isn't an 
  aboleth.  
  Sick Drow. You can keep the number of forces described in 
  DotMM and still add dozens of other drow, all too sick to fight. 
  Poisoned by the river or afflicted by Illuun's touch, they rant 
  and rave as death approaches. The drow have some supplies to 
  treat their sick, but Melith has already written them off. She 
  only attempts to treat female warriors, prioritizing them over 
  servants and male soldiers. On sweat-drenched bedrolls the 
  elves writhe while the survivors watch with grim resignation.  
   
  MELITH AUVRYNDAR 
  Melith commands an air of confidence and strides out to meet 
  the adventurers at the gate. Thirza is at her side, clinging close 
  enough to suggest the two's intimacy. The other drow look to 
  these two with a tangle of hope and resentment. She suspects 
  that "the Lover in the Dark" is waiting for the drow to take to 
  the river to escape.  
  Melith can mention any of the following: 
  • "Something lurks out there. Something that hungers not for 
  flesh but… obedience. Those of mine that have already 
  succumbed to its tyranny call it 'Illuun.' Even more called it, 
  'the Lover in the Dark.'  
  • "Listen to me, and listen to me well, adventurers: we're both 
  trapped here. You're a fool if you don't think that thing is 
  waiting out there for us, even now. Once you feel its touch, 
  that's it. You won't be dead, but you will be done. So, if you 
  want to escape this wretched place, we're your only hope." 
  • "I've turned to Lolth, but my goddess demands independence. 
  That I prove myself worthy of her love. My sorceress here 
  has turned to our brethren, but the Mad Mage has silenced all 
  magical communication. I've turned to lore and found only 
  the barest hints on what this 'Lover' might be, and I hope like 
  hell it isn't an aboleth." 
   
  THIRZA: LOVER AND BETRAYER 
  Thirza is feared by all. She alone can whisper into Melith's ear, 
  thwarting those that would oppose her and crushing those that 
  try to usurp or surpass her. Though she loves Melith, there's a 
  darkness in her heart that her lover would never suspect.  
  Halaster's Game. Using this variant, Thirza can't contact 
  creatures outside L4 with a sending spell. Thus, she cannot 
  inform House Auvryndar's matriarch, Vlonwelv, of the party or 
  the aboleth until after the Mad Mage grows bored and lifts his 
  ban on outside magical communication.   
   
   
  
   
  60 
  Ancient Lore. Thirza has spent more of her life studying lore 
  than deploying magic on a battlefield, but even she cannot be 
  certain what Illuun is. All signs point toward an aboleth, but 
  gods know that there are other horrors from the depths, many 
  unknown to both drow or man. She can describe an aboleth in 
  the following ways, provided Melith allows her to. 
  • Aboleths are tentacled horrors of the depths that predate even 
  the gods arrival to this earth. They enslave other creatures' 
  minds with just a glance.  
  • The presence of an aboleth poisons natural bodies of water, 
  killing off fish and sickening those that drink from the tainted 
  sources.  
  • An aboleth's touch begets a foul disease that proves fatal if the 
  individual doesn't remain submerged in water.   
   
  11C. ARCH GATE TO LEVEL 2 
  Per the Companion, this gate is inactive until Illuun is dead, 
  after which Halaster grows bored of his prank.  
  Should the adventurers gain access to the gate, it leads to L2, 
  A5, right outside the Goblin Bazaar. Refresh yourself on their 
  exploits to determine how the goblins react to their return.  
   
  12. BAT CAVE 
  The drow here are apparently dumb enough to give up their 
  ranged advantage just to hone their melee skills with strangers. 
  Feel free to ignore that bit of lunacy. You can elevate this 
  encounter into a more tactical fight by utilizing the bridge, the 
  ledges, and the crevasse.  
  Tactics. The eight quaggoths and two drow elite warriors 
  employ these tactics: 
  • The drow wait for the adventurers to be split across the bridge. 
  They then signal for the quaggoths to attack. They pepper the 
  party with crossbow bolts. Ryld is on a ledge 10 ft. high and 
  Llauzdrar is 30 ft. up.  
  • The quaggoths boil out of the darkness. Four mount the bridge, 
  two at each end, while another two cling to the underside and 
  pull at the adventurers' ankles (making grappling checks). 
  Two more cinematically hurl themselves over the bridge, 
  clawing from the air as they soar above the adventurers (and 
  provoking opportunity attacks in the process). Rule of Cool 
  is prevalent here.   
  • The drow surrender when reduced to a quarter of their hit 
  points or fewer, offering to take them to "Priestess Melith" in 
  exchange for their lives.  
   
  Falling. If a creature falls into the crevasse, they take 4d6 
  bludgeoning damage. Any remaining quaggoths might leap 
  down from above to maul that hapless hero.  
   
  13. ZURKHWOOD GROVE 
  DotMM wastes an excellent roleplay opportunity by denying 
  the awakened trees the ability to speak Gnomish—so axe that. 
  The trees, dim but faithful to their creator, share the following 
  messages in Gnomish:  
  • "The water has been fouled and the fish suffer under a dirge. 
  Our father has fled, his work unfinished. The End Times have 
  certainly come." 
  • "The dwarf came armed for murder, and so we indulged him." 
  • "The Maiden calls us to Wyllowwood. Alas, we cannot reach 
  it… and she yet beckons." This refers to Wyllow of L5.  
  • "In the river's forgotten womb lurks a tyrant that covets all 
  living beings." 
  15. SLIPPERY SLOPE 
  Illuun is aware of the adventurers and projects an image of itself 
  to intimidate them. However, keeping with the "heard, not seen" 
  rule of horror, it's suggested that Illuun merely whispers to a 
  character rather than project itself. Ultimately, there are three 
  options at your disposal, described below. These descriptions 
  are written to be in line with the "Lover in the Dark" portrayal 
  of Illuun.  
  Seen. The projection crawls out from the water and confronts 
  them. Read the following: 
  Water crashes upon the shore and out from the brine 
  crawls a three-eyed horror with flesh as pale as moonlight. 
  Its fanged maw seems to smile as a voice blooms in your 
  skulls: "Our love will be a beacon that rivals even the 
  brightest stars. Come. The grotto awaits. I await." 
  Glimpsed. The projection plays out so that the adventurers 
  only catch a glimpse of a tail as the aboleth dives below the 
  waves. Read the following: 
  Wet flesh slithers against stone—and as you cast your 
  eyes down the flooded tunnel, you glimpse a finned tail 
  that dips below the waterline.  
  Heard. Illuun projects itself close enough to telepathically 
  whisper to the adventurers, gleaning their greatest desires. It 
  keeps the projection below the water, hidden below the surface. 
  Read the following: 
  The waters lap gently against the shore… and out from it 
  drifts a whisper so sweet it makes you shudder with a 
  tangle of fear and need: "Embrace me and live forever."  
   
  16. GROTTO OF MADNESS 
  Silence is your only welcome in this lightless grotto, 
  softened only by the gentle lapping of water against the 
  shores of some far-off little island at the heart of this 
  darkness. All is quiet. All but the water is still. Dread 
  chokes your heart and your mind… your mind shudders 
  beneath some looming shadow—a psychic presence you 
  can't shake, a gaze you can't escape.  
  Out from the darkness slithers that velvet voice again, 
  slipping up your spine and into your very mind: 
  "We will be one." 
  The adventurers have come to Illuun's waiting arms at long last, 
  and together, with the aboleth's three chuuls, Illuun shall usher 
  in a new age, a golden age.  
  Halaster's Game. The island's otyugh statue instead depicts 
  the Mad Mage, with a few strange additions from the kuo-toa.  
   
  TACTICS 
  You owe it to yourself and your players to make this fight as 
  vicious as possible. Hold nothing back.  
  Illuun's Tactics. With an 18 Intelligence, the aboleth has 
  devised an excellent strategy, which plays out in the following 
  tactics. "LA" refers to its Legendary Actions.  
  • Despite coveting the adventurers as its newest disciples, Illuun 
  is ready to kill those necessary and enslave any survivors 
  once they're weakened.  
  • Illuun, as well as its minions, prefer to fight in the water. It 
  will attack long before the party reaches the island, knowing 
  it is disadvantaged there. Should any of them land, it can use 
  a Lair Action to pull them back into the lake.  
  
   
  61 
  • Illuun's attacks have a reach of 10 ft., forcing it to come close 
  to the water's surface and to beach itself if the party is on the 
  heart of the island. Thus, it's imperative that Illuun uses his 
  Enslave ability early to split the adventurers.  
  • With a reach of 10 ft., +5 to Strength (Athletics) checks and 
  three Tentacle attacks, Illuun should always be grappling 
  weak creatures, pulling them underwater.  
  • If an enslaved creature is about to be freed or killed, Illuun 
  targets it with a Psychic Drain LA to regain hit points.  
  • Illuun wants a character to touch or attack it while in melee 
  range underwater, so they're exposed to its Mucous Cloud 
  trait. If infected, that character can only breathe underwater—
  thus limiting them to Illuun's home turf.  
  • Using a Lair Action, Illuun casts phantasmal force, creating 
  illusory boats or islands that the adventurers might make for. 
  A creature under that spell always rationalizes why things 
  don't pan out and will still consider the illusion real.   
   
  Chuuls' Tactics. The chuuls are in sync with their master's 
  stratagem and follow these tactics:  
  • The chuuls attack the weakest targets (already determined by 
  Illuun), hauling grappled characters into the water and 
  paralyzing them with a Tentacles attack.  
  • Invisible characters, as well as those holding magic items, 
  can't hide from a chuul, per its Sense Magic feature.  
  • The two chuuls from Area 17, if alive, reach the Grotto of 
  Madness on the fourth round of combat. 
   
  Additional Forces. If you find that the adventurers are wiping 
  the floor with Illuun and its chuuls, add 1d4 creatures randomly 
  composed of drow, kuo-toa, or troglodytes (all enslaved with 
  a DC 14 Wisdom saving throw on taking damage to break free).  
   
  HALASTER'S GAME 
  If you use the variant described in this supplement, Noogaloop, 
  the kuo-toa archpriest, a kuo-toa whip, and three kuo-toa tag 
  along with the party. They're effectively noncombatants, for 
  their entire turns are consumed by performing a ritual to regain 
  their god's favor. Noogaloop leads the three kuo-toa in the ritual 
  while the whip stands guard. Noogaloop must perform the ritual 
  for three consecutive rounds; if he becomes incapacitated, the 
  ritual is interrupted and must be started anew. To participate in 
  the ritual requires an action; if the participant isn't a kuo-toa, it 
  must succeed on a DC 13 Charisma (Performance) check to 
  follow the ritual dance.  
  The Ritual. The ritual is completely mundane and requires 
  no magic at all, but Noogaloop adds his own flair anyway. A 
  character that observes the kuo-toa realize that this dance is just 
  an abasement: the fishfolk debase themselves before their god 
  with gestures that would otherwise be mistaken as jests. 
  Salvation. If Noogaloop successfully performs his ritual, the 
  Mad Mage's theme song plays: the kuo-toa has "won" Halaster's 
  Game. Read the following: 
   
   
   
   
   
   
   
   
  Music thunders throughout the cavern; Illuun's conscious, 
  a constant presence you can sense like a looming shadow, 
  shudders and dwindles as the Mad Mage's voice booms:  
  "Well done! Well done, Noogaloop! My man, my star! 
  You've gone and won my game! Never shall your great 
  people forget your name, for paradise is theirs at last! 
  Your faith has been rewarded, your devotion rewarded, 
  your foolishness—rewarded!" 
  A wind ripples throughout the cavern, a violet tempest 
  that encircles the kuo-toa, spiriting them into the air. With 
  the crash of thunder, a rift materializes above: you catch 
  sight of some angelic grotto lit by a swollen moon. That 
  violet tempest hurls the kuo-toa through the rift and into 
  that watery paradise yonder—and just as quickly as it 
  came, the portal snaps shut and winks out of existence. 
  The music comes to a shuddering halt and the Mad Mage's 
  presence disappears.  
  Halaster teleports Noogaloop and any other kuo-toa out of the 
  Grotto of Madness to a pocket dimension. If the adventurers 
  return to Area 20, they find all the kuo-toa gone, also spirited 
  away to that watery promised land.  
   
  17. PICK AND CHUULS 
  Assuming the adventurers approach this area by raft or boat and 
  have a light source, read the following: 
  A thin film of slime on the surface gleams in your 
  lamplight as you make your way through the flooded 
  passage. Stalagmites jut out like fangs and a rusty miner's 
  pick lies buried in the wall, just above the water line.  
  The two chuuls lurking here have advantage on Dexterity 
  (Stealth) checks to remain undetected. When they attack, read 
  the following: 
  A whisper crawls up your spine and into your mind: 
  "They love me. So shall you." 
  The waters ripple, churn—and some foul crustacean 
  bursts from the depths, its pincers reaching out for prey 
  all while its tentacled maw clacks amusedly! 
   
  ILLUUN'S PROJECTION 
  Once the chuuls are slain, Illuun projects itself into the passage. 
  However, unlike in DotMM, Illuun, as the archetypal loving 
  tyrant, instead invites them further on into its lair. Read the 
  following: 
  Just as the last monster crashes into the depths, the waters 
  are consumed by a viscous ichor. An eye gleams just 
  above the waterline, followed by two more as this thing 
  rises above the surface. Rows of fangs line its gaping maw 
  and its tentacles gently caress your vessel. Its voice 
  blooms deep within your skulls, a velvet whisper timed 
  perfectly with your heartbeat: 
  "Come. Deeper on, I await. We'll be together at last—
  and never will we part." 
  Having seen the adventurers, the aboleth gleans their greatest 
  desires and uses it to its advantage. This can take the form of 
  additional dialogue, visions implanted in a character's mind, or 
  a sudden urge or yearning that chips away at the heart. Go nuts. 
   
   
   
  
   
  62 
  20. KUO-TOA REFUGE 
  The cavern reeks with sickness and shines with slime, that 
  ubiquitous slime coating every surface. Caltrops made of 
  sharpened bones litter the beachhead while the few kuo-
  toa fighters left sway like drunkards after a hard night. 
  There's a chorus here, a chuffing chorus. Fishfolk breathe 
  in ragged breaths, their gills swollen and red, languishing 
  on wooden pallets.  
  You can inflate the number of kuo-toa here (from thirty-two) to 
  impress your players. Additional kuo-toa are too sick to fight 
  and are effectively noncombatants. 
   
  21. ARCHPRIEST'S CHAMBERS 
  Chanting echoes across the cave as a corpse-stench assails 
  your senses. Rotting in piles are the mutilated remains of 
  monsters: troglodytes, darkmantles, a bugbear, hook 
  horrors, and carrion crawlers swarming with maggots. At 
  the center of this morgue is a robed kuo-toa working on a 
  macabre effigy fashioned from viscera.  
  Noogaloop, the kuo-toa archpriest, labors over his effigy. He 
  can explain any of the following to the adventurers: 
  • The "tyrant of the deeps" came from upstream a few weeks 
  ago. It started out slow and cautious, only whispering to a few 
  kuo-toa and picking off lone stragglers. Once these few were 
  enslaved, it sent them to "proselytize [it's] heresy" to the tribe.  
  • After its initial messengers were imprisoned or banished, the 
  "tyrant" began to whisper directly to Noogaloop and other 
  prominent members of the tribe, promising its "love." Some 
  obliged. Some were kidnapped by its thralls and thrown into 
  its arms.  
  • The drow arrived three weeks ago. After an initial assault 
  against the kuo-toa, the "tyrant" arrived, ushering in an 
  unofficial armistice.  
  • Noogaloop's dreams are haunted by the tyrant. It can be 
  described as a three-eyed horror with moonlit flesh and 
  poisonous tentacles.  
   
  HALASTER'S GAME 
  The kuo-toa instead worship Halaster Blackcloak himself. This 
  "god" has told Noogaloop that, if an effigy of him is brought to 
  the Grotto of Madness, and a ritual is performed, the Mad Mage 
  will deliver the fishfolk from this hell.  
  If you use this variant, the following changes have been made 
  to this area: 
  God Statue. The statue is made of zurkhwood planks glued 
  to a bugbear's spine with the limbs of a troglodyte. A beard of 
  moss hangs below the rusty lantern, in which the slaad control 
  gem rattles.  
  Sacrifice. Unlike what's written in DotMM, the archpriest 
  doesn't seek to decapitate one of the adventurers to replace the 
  effigy's head. He instead fully expects the adventurers to escort 
  him to the Grotto of Madness to perform the ritual.  
  Once the adventurers see the makeshift effigy, or the 
  archpriest explains the situation, the Mad Mage telepathically 
  contacts the adventurers. Read the following: 
  That voice again. The voice of the Mad Mage, this time… 
  with a hint of embarrassment: 
  "See, this is the part of the story where I experimented 
  with religion. Namely, creating one. Alas, somewhere 
  between worship and ritual sacrifice, my disciples got it 
  wrong. I said, 'love thy labors,' not 'love thy neighbor.' 
  And they welcomed that new neighbor with open arms—
  right up until it shattered their minds and enslaved them." 
   
  22. HOOK HORROR HOMESTEAD 
  Claws scrape against stone and strange clicking noises 
  echo off the cavern's walls, blending together into some 
  eerie concert to which you're the only invitees. 
  While the seven hook horrors know better than to attack large 
  groups of individuals, if the party is wounded, the beasts might 
  abandon caution.  
   
  SPECIAL EVENTS 
  You can run any of these events for Level 4: 
   
  AMBUSHED! 
  From nowhere but the blackened depths of your mind 
  comes a whisper: 
  "You would leave me? You would rebuke my love?" 
  If your party prematurely attempts to leave L4—or whenever 
  they’re on the water—you can ambush them, ensuring the 
  destruction of their raft. While Illuun is written in DotMM to 
  prefer the adventurers leaving its domain, that wouldn't be in 
  line with the loving tyrant it has been overhauled into.  
  First come the aboleth’s whispers then its forces. Inevitably a 
  force of six enslaved kuo-toa, an enslaved kuo-toa whip, and 
  a chuul ambush the adventurers. They make good use of their 
  spears to punch through the vessel's hull and their nets to haul 
  characters into the water. Every time an enslaved kuo-toa takes 
  damage, it makes a DC 14 Wisdom saving throw, breaking free 
  from Illuun's control on a success. They swim towards Area 20.  
  If their vessel is mundane, the creatures first breach the hull. 
  If the vessel is magic, the chuul snatches at its keel with its 
  pincer and smashes the vessel into a rock outcropping, arresting 
  its movement. Creatures aboard must make a DC 14 Strength 
  saving throw or fall into the water. 
  Poisoned Waters. Characters that swallow the river water 
  must succeed on a DC 12 Constitution saving throw or be 
  poisoned for 10 minutes. This sudden illness is followed by 
  vomiting after six minutes. 
   
   
  
   
  63 
  JABBERING MADNESS 
  Jibber-Jabber roamed near the river one too many times and has 
  now paid for that mistake with its will—but only Jabber's mind 
  has been enslaved. Jibber, the timid head that always took a 
  backseat in sharing the same body, now must witness Jabber's 
  blooming madness. The ettin now rampages through the 
  Twisted Caverns, smashing or capturing itinerant drow all 
  while searching for the party—whom Illuun wants brought to 
  the Grotto of Madness. 
  This event occurs at least eight hours after the party first 
  arrives to the Twisted Caverns. Should they leave and return, it 
  becomes inevitable. It can also occur in several areas, the most 
  cinematic one being A12, where Jibber-Jabber leaps across the 
  entire crevasse and brings his morningstar down on the closest 
  creature. Additional areas include his lair (A2); the Mad 
  Wizard's Retreat (A7) wherein he attempts to capture Darribeth 
  Meltimer the mage; and the Crossroads (A8).  
  Freeing Jibber-Jabber. Every time the ettin takes damage, it 
  can repeat a DC 14 Wisdom saving throw to shake off the 
  aboleth's chains. Otherwise a spell that removes the charmed 
  condition such as greater restoration also frees Jibber-Jabber.  
   
  TAINTED LOVE 
  Rarely do players encounter actual disease and the one inflicted 
  by an aboleth are too juicy to pass up. While the adventurers are 
  near or on the River of the Depths, Illuun passes unseen in the 
  dark waters below. It makes a few tentacle attacks from below 
  the surface. It aims not to kill or maim, but only infect its targets 
  with its debilitating disease (see its "Tentacle" attack), so negate 
  any bludgeoning damage on a hit. 
  This event can be repeated multiple times.  
   
  EPILOGUE 
  Once the adventurers have cleared this level, they should 
  progress halfway to 9th-level.  
  Use the narration below to cap-off your final session in the 
  Twisted Caverns, before the party moves onto Wyllowwood. 
  Unlike in other "episodes" of Dungeon of the Mad Mage, 
  Halaster has no send-off for the adventurers, for it was not them 
  playing his game but the kuo-toa instead. 
   
  THE STANDARD SEND-OFF 
  This send-off assumes Halaster's Game was run and the kuo-
  toa were encountered.  
  Despite all attempts to steel yourselves, the Mad Mage 
  has once again crept up to your shoulder and surprised 
  you with yet another twisted secret of his. To think those 
  fools would worship him. To think that he would abandon 
  them to such an insatiable tyrant.  
  Did it amuse him? you wonder. It had to. Of course, it 
  did. All of Undermountain is a series of bad jokes and 
  failed experiments made only to entertain the Mad Mage. 
  You're just the latest one. 
   
   
   
   
  
   
  64 
  LEVEL V: WYLLOWWOOD 
   
  "Behold Wyllow's Wood. Harm not, lest ye be harm'd." 
   
  QUICK NOTES 
  • 
  This chapter is narrative in nature, not exploratory. The 
  adventurers are meant to interact heavily with Wyllow and 
  slowly realize that this paragon of Nature is capable of vast, 
  unforgiving wrath. Therefore, this level is an exercise of 
  restraint and tact on the part of the party.  
  • 
  It's autumn when the party arrives. Day is darkening into 
  dusk and a full moon is due.  
  • 
  While your adventurers are likely to take a long rest early, 
  you want them to first meet Wyllow (see Act II below), as 
  many events occur at night.  
  • 
  Tunnels connect to both Levels 6 & 7 (see A8 & 10). To 
  prevent the party from taking these tunnels, you can require 
  they secure Wyllow's permission first—as entering her 
  domain is easy but leaving is forbidden. She only grants 
  permission if the adventurers wipe out the werebat colony.  
  • 
  Three arcane gates are on this level: one to L2 (see A3B), 
  L3 (see A6I) and L6 (see A9). The latter is too high of a 
  level for the party to open.  
  • 
  Cloakers lair in A4. They can speak both Deep Speech and 
  Undercommon, so prepare extra dialogue if the adventurers 
  can speak either language.  
  • 
  Halaster takes a backseat for this level, only appearing to 
  share the secrets of Wyllow's past. See Halaster's Visit in 
  Special Events. 
  • 
  Prepare for your adventurers to contract or even request 
  werebat lycanthropy. See Other Considerations below. 
   
   
   
  WYLLOW: A HIDDEN EVIL 
  Wyllow makes for a fantastic antagonist for several reasons, but 
  the most promising is this: no one ever suspects druids of being 
  evil—and make no mistake, Wyllow has great evil in her. Her 
  alignment may officially be chaotic neutral, but there is nothing 
  good, or even neutral, about murdering campers that dare start 
  a fire to stay warm; promising genocide to a species that has no 
  choice but to suck blood; and eradicating a cult—dedicated to a 
  god of hunting—for the mistake of hunting too many boars. 
  Alas, Wyllow believes herself to be just and right—and that's 
  what makes her truly evil.   
  Roleplaying Wyllow. The archdruid is a creature of unending 
  compassion—for wildlife. People, however, stoke the coals of 
  her paranoia and remind her of all she's lost. Wyllow nurses two 
  fears that dominate her entire personality: growing attached to 
  another person, and admitting that the awakened sycophants 
  she's surrounded herself with aren't enough to satisfy her—she 
  can frolic with beasts all she likes, but they can never be human. 
  Wyllow is also adamant with her prejudices and opinions: 
  • Wyllow considers the dragon a valued member of the forest 
  and demands visitors show "Tearulai" respect.  
  • Wyllow considers and describes the werebats as insatiable 
  vermin infesting her realm. They have no "natural place" in 
  her woods, nor the circle of life itself. She tolerated such 
  pitiable creatures until recently when the gluttony of one 
  werebat convinced her that they're nothing more than 
  parasites. She wants them gone from her realm immediately 
  and no means are too red.  
   
   
  
   
  65 
  • In Wyllow's mind, she can do no wrong—and any wrong is, 
  of course, justified. She had to kill Crissann; his mind was 
  bent by Halaster. Slaughtering the Cult of Malar was nothing 
  short of justice for the wildlife they slaughtered. And all the 
  adventurers that have passed through this forest? They all had 
  it coming. When confronted with her crimes, Wyllow doesn't 
  lie or cover up her deeds, but instead owns them with pride. 
  Only the death of her late husband, Yinark, haunts her—and 
  there is no way for her to justify her actions.  
  • Despite her vow to never again let a mortal touch her heart, 
  Wyllow still yearns for companionship. The trouble, she 
  rationalized, was being with men of the blade or the Arcane. 
  If a druid, ranger, nature cleric, or other person with a strong 
  bond to Nature entered her domain, she might consider taking 
  them as a consort.  
   
  A WEB OF DREAD 
  Wyllow is the central character of this level; all roads lead back 
  to her. Long before the adventurers realize her evil, they'll have 
  wandered into her web. This intrigue can be cultivated through 
  these points: 
  • Play upon the druid's stereotype and adventurers' assumptions. 
  All druids are just peace-loving hippies, right? 
  • Paint an innocent faction as evil—the werebats.  
  • Present Wyllow as a good or tragic hero that the adventurers 
  will be inclined to side with. If they begin to accuse others of 
  her crimes, you've done your job.  
  • Inevitably, the adventurers will incur Wyllow's wrath and the 
  fly will realize it's been in the spider's web all this time.  
   
  Consider the entirety of Wyllowwood as one story, which is 
  divided into the following acts:  
   
  I. ARRIVAL TO WYLLOWWOOD 
  The adventurers reach the splendor of Wyllowwood. The shock 
  of its beauty will be thawed soon enough when they realize this 
  isn't the idyllic wonderland it's painted as. They first find 
  Wyllow's sign in Area 2, then the discarded objects in Area 5. 
  This is necessary foreshadowing of Wyllow's evil—but to foil 
  it, Tearulai, the young green dragon, is seen soaring above the 
  canopy to his platform (Area 9).  
   
  II. AUDIENCE WITH THE WOODLAND QUEEN 
  The adventurers find themselves face-to-face with Wyllow in 
  any of the following ways: 
  • The party sights the tower (A6) and may press on towards it. 
  Or, a sparrow under the effect of an animal messenger spell 
  invites them to visit. Sky's the limit, right? 
  • While traveling along the river or through the woods, they find 
  Wyllow bathing. Ever confident, she emerges from the water 
  to greet the party, inviting them to her tower for a "more 
  formal audience." She takes her leave by shapeshifting into a 
  raven and making for Area 6.  
  • The adventurers come across a glade in the woods. Napping 
  at its center or in the boughs of a tree is Wyllow. If woken, 
  she smiles and greets the adventurers, inviting them to her 
  tower. She takes her leave by shapeshifting into a raven.  
   
  Once the party meets Wyllow at her tower, she introduces 
  herself and explains just how a forest has thrived so deep 
  underground. So long as the adventurers don't harm the forest 
  or its wildlife, she guarantees them safe harbor.  
  Leaving Wyllowwood. While normally, visitors are free to 
  enter and leave Wyllowwood, the Companion has twisted that. 
  Entering is easy; leaving requires the druid's permission, which 
  she only grants if the adventurers wipe out the werebat colony 
  (A12-16). Wyllow describes them as parasites and criminals 
  that disobey her laws.  
  All werebats, Wyllow insists, must be put to the sword—and 
  little do the adventurers know that that includes the children too. 
  If the adventurers refuse to cut down the babes and return to 
  her, they incur Wyllow's wrath. See Wyllow's Hunt below. See 
  A6A below for dialogue and details.  
   
  III. OMENS AT SECOND LIGHT 
  After meeting with Wyllow and accepting her quest, the 
  remaining omens must be broadcast to the adventurers. They 
  serve to sow doubt in the players' minds and to push them into 
  questioning Wyllow's morality—or instead siding with their 
  biases about druids. See, every time they're confronted by the 
  evidence of Wyllow's dark deeds, they should wonder: was it 
  the druidess or the dragon or some other outside force? Surely 
  sweet little Wyllow couldn't be capable of this. 
  The following omens should be presented to the party: 
  • The skeletal remains of the Malar cult in A7. No weapon or 
  burn marks mar the remains, suggesting these sixty humans 
  all died to something toxic—and didn't the party already 
  catch a glimpse of a green dragon?  
  • Malar's Haven, the abandoned complex (A18-20), which 
  should have the adventurers wonder what catastrophe befell 
  the inhabitants—after all, the possessions all lie untouched. 
  It's as if they never knew what hit them.  
  • Having seen visitors enter Wyllowwood, Vool the Outcast 
  approaches the adventurers. As a nocturnal creature, the most 
  opportune moment would be at night while the party rests. 
  However, the werebat is desperate enough to approach during 
  the day. See A Desperate Vool in Special Events below.   
   
  IV. VALDEMAR'S LAST-DITCH EFFORT 
  Sensing visitors to this realm, Valdemar, the young green 
  dragon, uses the last of its will to send secret messages to the 
  adventurers by reshaping twigs and leaves or by leaving 
  whispers on the wind. All say, "Free me. Please." Pepper them 
  in as you see fit. Gentle winds blow towards Area 9.  
  Should they free Valdemar by pulling Tearulai from its skull, 
  the dragon promises its wrath if the party confronts Wyllow. 
  This is a lie—unless the battle turns overwhelmingly in the 
  party's favor. With Wyllow dead, the dragon will rule this land. 
  If Wyllow learns that the adventurers have freed Valdemar, 
  she sets out to destroy them. 
   
  V. WYLLOW'S WRATH 
  At last, the climax of this level. The adventurers incur Wyllow's 
  wrath—or confront her over her many crimes—and must face 
  a guerrilla fighter served by the forest itself. See Wyllow's Hunt 
  for the play-by-play of how this battle turns out.  
   
   
   
  
   
  66 
  WYLLOW'S HUNT 
  When the adventurers incur Wyllow’s wrath, her “justice” is 
  swift and brutal. A sadist deluded by her own lies, this predator 
  hunts down the party in a myriad of ways. Facing her is a lesson 
  in guerrilla warfare, for this one-woman army is a nightmare to 
  behold. Never will they face her in a stuffy room or enclosed 
  environment and never will she offer them a fair fight. 
  Wyllow stages a series of ambushes, mainly determined by 
  location or your own whimsy. The adventurers will lack for an 
  easy battle, for the druidess strikes surgically from afar, armed 
  with potent magic, loyal servants, and a terrain she knows better 
  than anyone. This confrontation is not so much a battle but a 
  desperate escape from her wrath, punctuated by motes of fire 
  and fanged beasts.  
  Calendar Stone. When Wyllow begins her hunt, she visits 
  her tower (Area 6) and sets the Calendar Stone to night, so that 
  she can ambush her prey under the cover of darkness. She also 
  forces winter upon Wyllowwood, making it an environment of 
  extreme cold (see the sidebar above for its effects).  
  Tactics. Wyllow is a seasoned veteran with countless years 
  of experience to draw upon. She follows these tactics in battle: 
  • Before ever fighting, Wyllow casts foresight on herself and 
  collects the crystal bulb from Area 6G that conjures Halaster. 
  If she has an hour to kill before attacking the party, she also 
  attunes to the hide armor of lightning resistance in 6B. 
  • If near death, Wyllow plants the bulb that summons Halaster 
  Blackcloak, begging him to save her.  
  • Wyllow never fights fairly. She utilizes her darkened demesne 
  and sends her loyal beasts to fight in melee range for her.  
  • Wyllow can cast spells while in her Wild Shape! 
  • Druids are masters of guerrilla warfare. Wyllow hits and 
  runs—constantly. If things turn south, she retreats, knowing 
  she will outlast and outsmart her foes.  
  • Armed with shapeshifting, Wyllow has three separate pools of 
  hit points—more than any boss would have.  
   
  Wild Shape. Wyllow employs the following tactics regarding 
  her Change Shape ability, which she can use twice a day. The 
  forms cited below have their statistics included in Appendix B. 
  • Wyllow can assume the form of an earth elemental, using its 
  Earth Glide trait to hide within the ground and ambush the 
  party.  
  • To launch an attack from above, Wyllow assumes the form of 
  a giant eagle. She prefers to grapple weak targets, then fly to 
  the ceiling (100 ft. up) and then end the grapple, dropping the 
  target, who will take 1d6 bludgeoning damage for every 10 
  ft. they fall.  
  • Should her foes attempt to cross the River of the Depths, 
  Wyllow assumes the form of a giant shark. She first destroys 
  their vessel, and, once they're overboard, ravages them.  
  • To chase after prey, Wyllow takes the form of a white panther 
  (using the statistics of an allosaurus). Her faithful displacer 
  beast is at her side, along with a pack of 1d4+2 blink dogs.  
  • If she's cornered, Wyllow assumes the form of a massive white 
  stag (using the statistics of a triceratops, but with a size of 
  Large, not Huge).  
   
   
  AMBUSHES 
  Wyllow prefers to stage a series of ambushes against the party, 
  rather than face them in a single titanic fight. Whenever an 
  ambush turns south, Wyllow retreats only to attack a few 
  minutes later. 
  By Fire Be Purged! Wyllow entraps the adventurers with a 
  wall of fire spell, cast from 120 feet away: 50 feet up in a tree, 
  100 feet away. Creatures that enter the ring take no fire damage, 
  and so, Wyllow sends four awakened brown bears and an 
  awakened elk through the wall to attack the adventurers. On her 
  second turn, she unleashes a firestorm spell, sparing local plant 
  life, per the spell. Future turns are spent casting produce flame 
  and maintaining concentration on wall of fire. 
  Ride of the Valkyries. While in the form of a giant eagle, 
  Wyllow is accompanied by eight giant bats. She swoops down 
  and attempts to grapple the weakest character, then flies up to 
  100 feet up and drops her prey. Just for added flavor, Halaster 
  chooses this moment to drown Wyllowwood under Ride of the 
  Valkyries. Play the song at your tabletop during this encounter.  
  She’s in the Trees! Using the tree stride spell, Wyllow rains 
  hell on the adventurers from afar while a pack of five blink 
  dogs strafe the party. Every round of combat, Wyllow teleports 
  to a new tree, appearing 50 feet up amongst the boughs and 
  branches, hurling produce flame cantrips at the adventurers.  
  The Trees Have Eyes—and Fists. The adventurers enter a 
  grove secretly composed of eight awakened shrubs and three 
  awakened trees. Wyllow appears, using her actions on a 
  sunbeam spell.   
   
   
   
   
   
  EXTREME COLD 
  Every hour a creature exposed to the cold must succeed on a DC 10 
  Constitution saving throw or take one level of exhaustion. Creatures 
  with resistance or immunity to cold damage automatically succeed 
  on the saving throw, as do creatures wearing cold weather gear (thick 
  coats, gloves, and the like) and creatures naturally adapted to cold 
  climates, such as the beasts and plants of Wyllowwood. 
  
   
  67 
  OTHER CONSIDERATIONS 
  Level 5 can have two great ramifications on your campaign: 
   
  WEREBAT LYCANTHROPY 
  If they face the werebat colony, one or more of the adventurers 
  may become cursed with lycanthropy. It is, however, your 
  game—just because a werebat lands a bite doesn't mean a 
  character has to or gets to roll to become cursed. If you do call 
  for it, do so sparingly as nothing causes a game to jump the rails 
  more than giving immunity to nonsilvered, nonmagical attacks 
  to a player character. If, however, an adventurer is cursed, you 
  can play with it in several ways: 
  Wyllow's Wrath. Sour over their past behavior, Wyllow will 
  not tolerate any more lycanthropes in her domain. She demands 
  the cursed character submit to a cleansing ritual (in the form of 
  a remove curse spell) or be banished from her demesne.  
  An Excuse for Bloodshed! Hey, if one character is virtually 
  immune to most attacks, that just means you can amp up combat 
  from here on out, right? Halaster telepathically tells them, "Now 
  that you're cursed, I have no excuse to hold back. Enjoy!" You, 
  as the DM, now have carte blanche to add all sorts of baddies 
  to future encounters.  
  Halaster's Prank. Halaster can cause a ray of sunlight to 
  always shine above the lycanthrope, disadvantaging it per the 
  Sunlight Sensitivity trait.  
   
  TEARULAI: THE EMERALD BLADE 
  Your campaign might be drastically altered if the adventurers 
  take Tearulai (see A9). Not only is it an incredibly powerful 
  weapon, it also has the will and drive to return to the place of 
  its creation—with its wielder forced to come along for the ride. 
  If the adventurers claim this sword, you must be prepared for 
  the campaign to take a sudden detour as Tearulai attempts to 
  return to Myth Drannor by means of its wielder—or just scrap 
  that entirely. It would be far less disruptive to your game to give 
  Tearulai patience, but then there's no danger or drawback to 
  using the sword.  
  Assuming you keep this danger in play, if its wielder's goals 
  run counter to its own, Tearulai attempts to take control of its 
  wielder (subjecting it to a DC 17 Charisma saving throw). On a 
  failure, the wielder is charmed for 1d12 hours, during which 
  Tearulai attempts to reach the surface. The blade is cunning 
  enough to wait until the adventurers encounter a quick means 
  to the surface, such as one of Halaster's arcane gates. The most 
  opportune gate is on Level 10, which links to Level 1. Tearulai 
  would take that very moment to strike.  
  Personality. Tearulai admires great beauty, music, fine art, 
  and poetry. Vain, the weapon strives to improve its appearance. 
  It craves gemstones and seeks out better ones with which to 
  adorn itself. Most of all, it longs to return to the forests around 
  Myth Drannor, where it was created.  
  Expanding on the Blade. If Tearulai is acquired, you can use 
  it as a new character for the adventurers. Use the sword as a 
  mouthpiece for Undermountain, granting it vast knowledge of 
  the dungeon—never enough to ruin a surprise, but able to reveal 
  background information that you're struggling to convey to 
  your players. The blade may even consider answering these 
  questions as a quid pro quo, stacking up a debt—which can take 
  the form as a cumulative -1 penalty to a character's Charisma 
  saving throw to avoid being charmed by Tearulai.   
   
   
  AREAS OF NOTE 
  The following areas are of note: 
   
  1. THE RIVER OF THE DEPTHS 
  The River of the Depths twists below the mountain, 
  sometimes lit by iridescent fungi but more often cloaked 
  in darkness. The farther on you go, the quicker it grows 
  until the waters swell into rapids and its roar into thunder. 
   
  SKILL CHALLENGE.  
  If the party arrives to Wyllowwood by means of a boat, you can 
  kick off this level with a skill challenge. The river hits nasty 
  rough water before spilling out into this idyllic wonderland. The 
  party must navigate the rapids. 
  What's This Then? Skill challenges are a relic of 4th Edition 
  that recently made an unofficial comeback in 5E. Rather than 
  fight, players must navigate a danger through their skills 
  (making ability checks). Think of it as a montage.  
  Rules. The party must succeed on four ability checks before 
  failing three. Once a character has used a specific skill, they 
  personally can't use it again for the remainder of the challenge. 
  This is to spur creativity and prevent the rogue from repeatedly 
  use his +9 Acrobatics skill. Players suggest skills to overcome 
  obstacles, such as Perception to sight the stalactites ahead 
  before hitting them. At your discretion, a player can only use a 
  skill they're proficient with, so as to lend importance to it.  
  Conducting the Challenge. The challenge is divided into 
  obstacles, described below. Roll initiative simply to have an 
  order for the players to go in. They don't need to adhere to the 
  order, but it does help critical thinking. On their turn, each 
  player suggests a skill or tool to overcome an obstacle. Not 
  coming up with a solution carries no penalty, unless no one can, 
  in which case the party accumulates one failure—the price of 
  indecision.  
  Failure. Failing an ability check merely means the vessel 
  takes damage. On the third failure, the vessel is destroyed, and 
  the characters are overcome by the rapids. Eventually, they spill 
  out into Wyllowwood after suffering 4d8 bludgeoning damage. 
   
  SUGGESTED OBSTACLES.  
  The following obstacles have been written for you; replace 
  them as you see fit. The DCs of all ability checks are also left 
  up to you, though they ought to be high considering the party is 
  8th level and this river is a treacherous one.  
  1. Rough Water. The party encounters rough waters that soon 
  swell into rapids. Suggestions include vehicle (water) checks or 
  Survival to navigate the channel without crashing into rocks.  
  2. Grimlocks! A band of grimlocks are spearing fish along 
  the river. Suggestions include Stealth to remain undetected (as 
  grimlocks are blind); Performance to sound like a predator; 
  Perception to detect them long before they can; or Sleight of 
  Hand to toss an object so as to distract them. On a failure, the 
  grimlocks hurl four spears (+5 to hit, 1d6+3 piercing damage) 
  at the characters or their boat. 
  3. Breached! The hull is breached by stones below the 
  surface and water fills the vessel. With a successful Sleight of 
  Hand check, one could be quick enough to bail water, while 
  carpenter's tools could patch up the hole, provided there's 
  adequate material such as pitch or tar.  
   
   
  
   
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  4. Stalactites! Stalactites hang from the ceiling and are 
  avoided—but where there are stalactites so too are there 
  stalagmites, likely under the waterline. Characters proficient in 
  Nature or Survival are likely to know that, and you can call a 
  check for it, rather than the players suggesting it.  
  5. Capsized! The river takes a sudden turn and the vessel 
  crashes into rocks—not enough to arrest their movement but to 
  overturn the boat. Suggestions include Athletics to overpower 
  the momentum or snatch a falling comrade; or Insight to predict 
  this fate as the vessel rushes towards the rocks.   
  6. Illusory Hydra. Halaster manifests an illusion of a hydra, 
  whose many heads rise up from the waters. The beast opens its 
  maws and acid boils up from its legion throats—but true hydras 
  don't spit acid, and a discerning character can make an Arcana 
  or Nature check to know that; or an Investigation check to see 
  through the Illusion (DC 16). All these checks can be called for 
  by you, rather than be suggested by the players. If characters 
  bail from the boat or attack the hydra, they accumulate a 
  failure—for it was all a ruse to distract them from a waterfall 
  that Halaster has cloaked and silenced under an illusion—a 
  waterfall that was otherwise easily navigable given time and 
  effort.  
   
  2. FOREST 
  The river spills out into a vast cavern—no, not a cavern 
  but a valley green with life: trees dyed in the autumnal 
  shades of yellow and orange, and brush as thick as a 
  vagrant's hair. You hear birds singing on the wind—yes, 
  that's right, actual wind.  
  You cast your eyes skyward, and lo' and behold there 
  shines the sun. The actual sun. A breeze kisses your 
  clammy skin and promises well-needed respite. Can this 
  be real?  
  As if it to answer your question, there on the pebbled 
  banks of the river stands a wooden sign upon which a 
  warning has been written in three languages: 
  BEHOLD WYLLOW'S WOOD. HARM NOT, LEST YE BE 
  HARM'D. 
  Once your players express their skepticism about this place, on 
  whether it's real, add this in for atmosphere: 
  Your surprise is immutable, the splendor of this place 
  titanic. Your very heart shudders. Is this paradise? A 
  pocket of paradise shelved between the oppressive 
  shadows of Undermountain? Surely it must be a trick. 
  Surely. And yet it still draws a tear to your eye to see even 
  a shadow of the world above you left behind.  
   
  2A. RIVERSIDE FOREST 
  The pebbled beaches rise from the River of the Depths to 
  towering pines and great oaks whose tangled canopies 
  block out the sun. Down the river, bears fish in the 
  shallows while the birds above sing together.  
  While the adventurers are here, they glimpse the dragon flying 
  out from the west, until finally settling on the platform of Area 
  9 to the south.  
   
  2B. ETTERCAP FOREST 
  Deeper through the woods you delve until all around you 
  are webs. Webs as thick as a mother's love. Webs 
  festooned with desiccated beasts cocooned in silk.  
  Fighting the giant spiders is a Catch-22, for Wyllow "considers 
  these creatures to be part of Wyllowwood's natural ecosystem," 
  as written in DotMM. It can be assumed that that means killing 
  even one provokes Wyllow's wrath. It's up to you to enforce 
  that, however.  
   
  2C. MOANING FOREST 
  Wind ripples through these woods, and on it rides an odd 
  sound—a moan. An incessant and eerie moan that drifts 
  far from the northwest. Curious and cautious, you 
  continue through the brush.  
  There it is again … But as you scan the woods, your 
  eyes fall west where a stone tower stands before the 
  setting sun. Stony boughs made to resemble branches 
  protrude from its walls and darkened figures hang from 
  these crumbling limbs like ornaments. Bats? Birds?  
   
  2D. OLD GRAVE 
  Thin rays of light penetrate this ancient grove. The trees 
  above are bearded with moss but those closer to the 
  ground are burned and long-since dead. Between them 
  lies a gravestone carved in the likeness of a rose. It reads: 
  "HERE LIES CRISSANN, HUMAN FRIEND & COMPANION."  
  Your adventurers might find this place naturally or be led by 
  the will-o'-wisp that haunts it. See Special Events below for 
  more details.  
  Roleplaying the Wisp. Remember that these malevolent 
  spirits are intelligent undead and speak the languages they knew 
  in life. This one, however, is obsessed with revenge, not 
  suffering. It has a shard of Crissann's personality and is not one 
  for lengthy conversation. Rather than attack the party for 
  refusing to kill Wyllow, it's recommended that it instead turns 
  invisible and continues to rant and rave about how "the elven 
  witch" must be put down.  
   
  2E. WESTERN FOREST 
  The forest gives way to silence. Your feet crunch beneath 
  twigs and autumnal leaves. Amidst the brush you find an 
  elk carved from stone. Its hind leg is missing, and the 
  years have worn down much of its antlers, but other than 
  that, the detail is remarkable.  
  The basilisk lies buried nearby under mud and leaves, with all 
  but its eyes and snout uncovered. It can only be detected by 
  characters with passive Perception scores of 20 or higher 
  (although noticing its eyes leaves one vulnerable to its 
  petrifying gaze, as they might find). 
  The basilisk doesn't just jump out at the adventurers. In fact, 
  it never moves or betrays its location until harmed. It just 
  matches eyes with a character and uses its Petrifying Gaze to 
  force the character to roll a DC 12 Constitution saving throw. 
  Do not tell your players anything, just force the roll. On a 
  failure, read the followng: 
  Your body seizes, tightens. You try to flex your fingers 
  and find them stiff instead. You hear… a sort of crackling. 
  Your eyes dart down to your hands and with mounting 
  horror you realize your body is turning to stone.  
  
   
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  If a character falls prey to the basilisk's petrification and the 
  party lacks the greater restoration spell, they can turn to 
  Wyllow for aid. Alas, this favor is anything but free and the 
  druidess has the party agree to wiping out the werebat colony 
  in Areas 12-14 first before casting greater restoration on the 
  petrified character. As added insurance, she leaves a portion of 
  the character's body as stone, such as an arm or hand until their 
  "debt" is paid—to the tee.  
   
  AUDIENCE WITH THE WOODLAND QUEEN 
  While the adventurers are traveling through the woods, they 
  may come face-to-face with Wyllow. Choose either of the two 
  options written below. 
  Nymphic Meeting. The party finds Wyllow as she bathes in 
  a nearby spring. Once seen, she confidently introduces herself 
  and invites the party to her tower to the west for "a more formal 
  audience." Read the following: 
  As you comb through the woods you hear a seraphic voice 
  humming on the wind. You break through the brush and 
  find a spring dazzling under the sunlight. Bathing in its 
  waters is an elven maiden of such unimaginable beauty 
  you find yourself thinking it must be a glamour. The water 
  itself bends to her will, snaking up to wash the dirt from 
  her pale flesh and sweep through her raven-black hair.  
  A Brief Respite. The party finds Wyllow napping in an idyllic 
  glade. She invites them to her tower after a brief introduction. 
  Read the following: 
  The woods give way to a glade serenaded by two blue 
  jays. Their duet, however, falls short once you emerge 
  from the brush. The silence swells, interrupted only by the 
  snoring of a young elven lass laying amongst the branches 
  of a great oak. 
   
  3. GUARDHOUSES 
  On higher ground squat two stone guardhouses braided 
  with moss and vines. Marble walkways at least twenty 
  feet from the forest floor converge on this knoll, snaking 
  out in all cardinal directions. To where they go, you don't 
  yet know but clearly someone, or many someones, have 
  brought a shred of civilization to these strange woods.  
   
  4. CLOAKER DEN 
  As written in DotMM, Wyllow may ask the party to eradicate 
  the cloakers that dwell here.  
  Cloakers, however, are intelligent creatures capable of Deep 
  Speech and Undercommon. Don't waste the opportunity for 
  these creatures to communicate with the party if any characters 
  are fluent in those languages. The cloakers have rasping voices 
  that undulate with moans and can say any of the following, 
  although some are lies: 
  • "We're but humble folk and refugees of war, eking out our 
  meager existence in these woods." 
  • "These lands are ours! Always, ours! The elf has slaughtered 
  our kin and stolen our home. Not even our dead are honored. 
  She's cursed with madness and must be put down for the good 
  of these woods." 
  • "The elf has sold her body and soul to the dragon; she is but a 
  puppet of its will and wrath." 
   
  5. INNER FOREST 
  You break from the brush and onto a glade, but there can 
  be no serenity found here. At the glade's center are piled 
  rusty weapons, burnt torch stubs, greasy glass bottles, 
  armor of all shades and material, and other paraphernalia 
  left behind by adventurers.  
  Your players will express suspicion and curiosity. Then they'll 
  ask you if they notice anything suspicious or curious, as they're 
  wont to do. That's why you tie the druidic totems Wyllow's 
  made to passive Perception—to give your players a sense of 
  achievement that they found a "secret."  
  Read the following to the character with the highest passive 
  Perception score, no matter how low it is: 
  You scan the trees and find no danger—but amongst the 
  branches you notice them: totems. Totems fashioned from 
  twigs, feathers, tattered cloth… and, crudely, always 
  crudely, they resemble dolls. You look about and find 
  dozens of them. Dozens, all peering at you with their 
  sightless eyes. 
   
  6. WYLLOW'S TOWER 
  Amidst the splendor of Wyllowwood stands this tower, 
  squat and stone and carved in the likeness of a tree. Its 
  twisted boughs reach from its walls for the sky and 
  massive bats hang from these limbs like holiday 
  ornaments. At the tower's base is a twelve-foot-high arch 
  framing stone double doors. A rope hangs by the door, 
  just begging to be tugged.   
  If the adventurers ring the bell, add: 
  A bell echoes across the tower, across the woods. After a 
  brief moment of uncertainty, the doors open. A tree whose 
  trunk is carved suspiciously in the likeness of the Mad 
  Mage greets you: "Ah, visitors! My fair lady will be 
  pleased to receive you. In! In, I beg ye, in!" 
   
  6A. WYLLOW'S THRONE ROOM 
  Stone pillars carved into trees frame an audience hall at 
  the heart of which sits a crystal throne. There she sits, an 
  elven maiden with emerald eyes and jet-black hair. At her 
  side is a tentacled panther, purring at her touch, one eye 
  closed in ecstasy, the other staring warily at you.  
  The elf smiles. Already you've seen the sun today and 
  not even it can compare to her smile. "Welcome to my 
  domain. You may call me Wyllow. Of Wyllow's Woods. 
  Harm not these lands, lest you too be harmed." 
  Unless the adventurers have already pissed her off, Wyllow is 
  kind and open, relaying any information about her domain 
  except Yinark's and Crissann's fates. She does not offer the 
  party rest in her tower but invites them to enjoy camping in 
  Wyllowwood—and assures them that tonight's full moon will 
  be all the light they need.  
  The Rule of Law. Wyllow wastes no time outlining her laws: 
  logging, firestarting, killing an animal, or any similar act of 
  destruction will not be tolerated. She pats her throne and insists 
  that so long as she sits upon it, she'll catch wind of their crimes 
  (in truth, she has animal spies that will watch the party).  
   
   
  
   
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  Combat. If attacked, Halastree and Crissann cover Wyllow's 
  retreat. She transforms into a bird (or earth elemental) and flees 
  from the tower. She then prepares a series of ambushes for these 
  insolent intruders (see Wyllow's Hunt above).  
  Crime and Punishment. Wyllow offers the adventurers her 
  permission to leave and the knowledge on how if they complete 
  a quest: slaughtering the werebat colony in Areas 12-16. Read 
  the following text: 
  The elf straightens. Her voice sharpens into a blade all its 
  own. "Vermin infest my demesne, threatening the delicate 
  balance of these woods. Goblins cursed with lycanthropy. 
  They wield the Curse of the Bat as a cudgel with which 
  they decide who amongst my children die. They've worn 
  out their welcome, and though it pains me to order this, 
  they must be put to the sword. All of them. Let none live 
  to spread their foul disease." 
  Wyllow provides directions to the werebat colony but not the 
  tunnels to Levels 6 or 7, nor Halaster's gates, until they 
  complete her quest. If the adventurers return and inform her of 
  their success, she relies on the crystal throne to help determine 
  if they're lying.  
   
  6J. OSSUARY 
  Bones line the walls of this ghastly chamber, some 
  gnawed, others scorched black, many yellowed with age, 
  but all sick testimonies to the druidess's crimes. To count 
  even half the skulls would take you the better part of the 
  hour. And never mind the elf's artful arrangements of the 
  bones.  
  A character that casts speak with dead on a skull will be told in 
  the plainest terms possible that Wyllow fell upon them with all 
  the mercy of a storm at sea.   
   
  6K. CALENDAR STONE 
  A mechanism dominates this chamber. Two concentric 
  rings of stone are decorated with carven images. The 
  stone at the mechanism's heart is engraved with Wyllow's 
  smiling image as birds and beasts celebrate her presence. 
  The inner ring is carved with plants and animals all 
  weathering the change of seasons. The outer ring depicts 
  the sun at varying heights and the moon in all its phases.  
  Beneath the din, you can hear the mechanism at work. 
  The outer ring turns ever so slightly as day darkens into 
  night. A small arrowhead on the outer edge points to dusk, 
  a full moon, and autumn.  
  Clearly, manually changing the calendar stone's setting would 
  alert Wyllow. However, if this change is swiftly corrected, it's 
  sure to provoke nothing more than admonishment, if the party 
  has done nothing else to anger the druidess.  
   
  7. ALCOVES OF THE DEAD 
  As you traipse through this woodland realm you cross an 
  alcove roughly-hewn into a cavern wall—and in the din 
  you catch sight of it, them. Your heart lurches. Skeletons. 
  All picked clean, all unceremoniously dumped into this 
  alcove and left to let the wind of this place wear bone into 
  dust—however long that might take.  
  The skeletons here are picked clean and so ancient that no 
  Medicine check can discern the cause of death, only an absence 
  of symptoms: no broken bones, save what scavengers may have 
  broken off; no burn marks, et cetera. 
  Speaking with the Dead. If a character casts speak with dead 
  on any of the corpses and asks what befell them, read: 
  Bones begin to move beneath your gaze. Jaws test 
  themselves out, measuring themselves against their 
  ancient purpose and summarily decide one last act is in 
  order: 
  "The mist… Emerald. Ephemeral. The winds pounded 
  under the drake's wings. The sword sang and its chorus 
  was but one word: 'justice.' But what crimes were we 
  guilty of but devotion to our lord? Bildrath shot the boar. 
  That gods-damned boar. The boar that would spell our 
  doom. She wrought our doom. Ordered it. Forged it. 
  Brought it. Rejoiced in it." 
  The skeleton's eyeless sockets regards you, and for a 
  moment, you can see the ghost of its pupils, peering out 
  from its empty sockets. Its jaw flex one last time, and its 
  spectral voice whispers, "It's the right of the strong to cull 
  the weak. We were strong. Or so we thought."  
   
  8. UMBER HULK TUNNEL  
  A tunnel gapes before you, spiraling down into the depths 
  of the earth. You don't need to be a mason or a dwarf to 
  know that it was made fairly recently—and without a 
  steady hand or any craftsmanship whatsoever. No, a 
  creature made this tunnel, a hulking creature capable of 
  burrowing through earth and stone with ease. 
  Should the adventurers press on, they'll descend hundreds of 
  feet to Level 6, the Lost Level: a complex devoted to the 
  dwarven god Dumathoin, the Keeper of Secrets. Duergar 
  raiders have scoured the complex in search of riches.  
  Retrieve Azrok's Dagger. The quest offered by Lurkana on 
  L3, to retrieve her husband's magical dagger can be completed 
  on this level.  
   
  BLOCKING THE PATH 
  If you don't want your players skipping Level 5, you can stymie 
  their progress through one of the following contrivances:   
  • Wyllow has placed a ward here that triggers a cave-in or a wall 
  of thorns spell (save DC 17) when a creature other than her 
  approaches without saying a command word that she only 
  gives to those with permission to leave Wyllowwood—which 
  can only be earned by wiping out the werebats.   
  • As the party delves deeper, the tunnel collapses, imposing a 
  DC 10 Dexterity save. On a failure, a creature is pelted by 
  debris, taking 3d10 bludgeoning damage. On a success, it 
  takes half damage. Armed with shovels, four characters could 
  clear the path over twelve hours.  
  •An umber hulk stumbles upon the party in its eternal quest for 
  food, bursting from the wall in a shower of earth and dust. 
  Creatures within 10 feet of the blast must make a DC 14 
  Dexterity save or be pelted by debris, taking 2d6 bludgeoning 
  damage. Creatures within 5 feet must also make a DC 14 
  Constitution save or be blinded by the sudden dust until the 
  end of their next turn. The ceiling groans and collapses in two 
  rounds, conveniently blocking the path forward.  
  
   
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  9. DRAGON'S PLATFORM 
  Two marble walkways terminate at a stone platform upon 
  which a tower stands with a commanding view of the 
  river. The battlements are crumbling, and a dragon's 
  snores dominate the sour air.  
  Behind the platform spans a bridge across the River of 
  the Depths, leading to a yawning cave's mouth.  
   
  VALDEMAR'S LAST-DITCH EFFORT 
  You catch a whisper on the wind pleading, "Free me. Pull 
  the sword from my skull, for its evil cannot be contained 
  much longer…" 
  Whenever the dragon sleeps, Tearulai goes dormant—allowing 
  a shadow of Valdemar to emerge and subtly affect the world 
  around it. When the adventurers approach Area 9, they hear a 
  whisper on the wind, pleading them to remove Tearulai from its 
  skull. The dragon is, of course, lying when it describes the 
  sword as a source of evil. 
  Freeing Valdemar. To pry Tearulai from Valdemar's skull 
  requires a DC 13 Strength check, using an action, while the 
  dragon is incapacitated. The characters only get one chance to 
  do it while the dragon is asleep, otherwise Tearulai awakens and 
  attacks. Wyllow comes to the dragon's aid, hearing its inaugural 
  roar—however, it will take at least two minutes for her to arrive 
  from Area 6. By then Valdemar may be in control of itself 
  again. If so, when Wyllow arrives, it unleashes a Poison Breath 
  on her. Shocked, the archdruid immediately retreats and follows 
  the events and tactics lain out in Wyllow's Hunt.   
  Aftermath. The dragon is grateful to those that restore its 
  freedom and promises its wrath against Wyllow "when the time 
  comes." Truthfully, it intends to use the adventurers to soften 
  up the archdruid. If their fight goes badly, Valdemar hangs back 
  and bides its time. If the adventurers win, with or without 
  Valdemar's aid, the drake turns on the adventurers, attacking 
  while they're weakened. It seeks not only to add their loot (and 
  Tearulai) to its hoard but to also claim Wyllowwood as its lair.  
   
  10. MOSSY STONE BRIDGE 
  A rough-hewn tunnel gapes before you, promising only 
  darkness. You cast a glance to the sky above. Real or not, 
  you're loath to give up this sunlight so easily, to surrender 
  the breeze caressing your skin and the warmth of vibrant 
  life singing so vivaciously all around you.  
  The tunnel spirals deep down into the earth until arriving at L7, 
  Maddgoth's Castle. There the party will find a family of stone 
  giants tormented by amnesia and one jackass of a faerie dragon.  
   
  BLOCKING THE PATH 
  If you don't want your players skipping Level 5, you can stymie 
  their progress with the same methods described in Area 8.  
   
  11. WE ALL FLOAT DOWN HERE 
  If any of your players have seen or read Stephen King's It, you'll 
  be loath to pass this opportunity up. Throw it at your players 
  just when they arrive to Wyllowwood, especially if their vessel 
  was destroyed in the Skill Challenge described in Area 1. 
  The disguised mimic untethers itself once a character boards 
  it, making a break down the river. After drifting 15 ft. away, 
  courtesy of the river current, it sprouts a tangle of pseudopods. 
  That's when you roll initiative. With its False Appearance trait, 
  the mimic inherently surprises the party.  
  It Speaks. Mimics, by default, can't speak but this one can; it 
  whispers to its prey, "We all float down here. You'll float too." 
   
  14. WEREBAT BOSS 
  Precious little light touches this rank cave. A grotesque 
  creature hangs from the ceiling, using a knife to whittle 
  wood. The shavings fall like autumnal leaves. Its left eye 
  is milky with an untreated cataract, and a shock of white 
  hair contrasts his piss-yellow fur. 
  Mobar is smitten with Wyllow and worries that merely 
  banishing Vool was not enough. To prove his love to her, he 
  wants the werebat killed and presented to her as a trophy—an 
  overture he himself will personally conduct, if given Vool's 
  body. Even if the adventurers agree to and complete this task, 
  Mobar doesn't act in good faith. He tries to rob and strand them 
  so as to take complete credit for the kill.  
   
  16. WEREBAT CAVES 
   
  16B. WEREBATS IN GOBLIN FORM 
  This area serves as a contrast to Wyllow's murderous desires: 
  the werebat raconteur spins a tale of triumphant negotiations 
  with the archdruid, none the wiser that she's sent the adventurers 
  to kill them all. 
  When the party approaches, read the following: 
  The cave echoes under a storyteller's powerful voice. It's 
  bombastic, it's intriguing, it's honed to perfection, all to 
  the harsh tunes of Goblin.  
  If any characters can understand Goblin, go on ahead and read 
  the following: 
  The storyteller's moving voice continues: 
  "And so, faced with destruction, we cast out that 
  glutton, the Fool-named-Vool. Hardly the first pariah to 
  be exiled for the greater good!" 
  The goblins in attendance echo, "The greater good." 
  "And with the Fool-named-Vool gone, peace has been 
  assured. The archdruid welcomes us again with open 
  arms, promises us sanctuary—and believe me, brothers, 
  sisters, this is sanctuary. This is as good as it'll get. The 
  dragon is tamed, the druid appeased, and all will be well 
  so long as our people continue to act in the greater good." 
  Once again, the goblins echo, "The greater good." 
   
  16C. WEREBAT NURSERY 
  The cave lies in dank quiet. Two goblins rest in a corner 
  under heaps of moldering blankets. By happenstance, a 
  stone finds the audacity to stand before your foot and 
  careens across the floor—and that's when the first goblin 
  babe begins to cry from under the blankets, birthing a 
  thunder of fetal wails.  
  It was naptime. The matrons here cradled the young under their 
  blankets and also fell asleep. They scream with terror when they 
  wake, if the adventurers seem threatening (which, let's be 
  honest, they likely will). 
  
   
  72 
  If Wyllow tasked the party with eradicating the werebats (as 
  described in Act II of A Web of Dread), read the following: 
  With a shudder, you look about at the babes all while 
  Wyllow's words come back to haunt you: "They must be 
  put to the sword. All of them. Let none live to spread their 
  foul disease." 
   
  17. VOOL'S REFUGE 
  If the adventurers find themselves in Vool's Refuge, the werebat 
  takes the opportunity to try and turn them to his cause: 
  overthrowing Wyllow. However, it's unlikely that the party 
  actually ventures to this secluded spot. It's more likely that Vool 
  seeks them out. See Special Events below for this occurrence 
  and borrow the dialogue and details written there if the party 
  instead comes to this area.  
   
  SPECIAL EVENTS 
  You can run any of the following events, ideally in this order: 
   
  A LIGHT BETWEEN THE TREES 
  As described in A2D, the will-o'wisp attempts to lead the party 
  to his grave. It's assumed that dusk has fallen, before the 
  adventurers have made camp.  
  As day darkens into dusk, you catch a whisper on the 
  wind, but its message is lost. Alert now, you scan the tree 
  line—and flitting between the trees is a wisp of ivory 
  light. It seems to dance amongst the brush and that 
  wordless whisper once again hounds your ear, imploring 
  you to follow it. 
  The wisp leads the party to Area 2D. Run the area as written in 
  DotMM, with the exception of one detail: the spirit doesn't 
  attack them for refusing to destroy Wyllow—these are hardly 
  the first visitors to Wyllowwood the spirit has turned to.  
   
  A DESPERATE VOOL 
  Vool, the werebat pariah, seeks out the adventurers and warns 
  them of Wyllow's "evil." This event preferably occurs at night, 
  but he can also approach under the cover of a thick canopy.  
  Vool knows he cannot return to his people so long as the 
  threat of Wyllow hangs over their heads. For his part, he 
  earnestly believes her to be a tyrant that must be deposed. Never 
  mind that his own people would feed unchecked if given half 
  the chance. Desperate to return to the fold, and nursing fantasies 
  of leadership, Vool turns to the adventurers for aid. When he 
  arrives, read the following: 
  "Psst. Hey!" calls a voice in broken Common. You look 
  about and find nothing on the forest floor and search the 
  trees instead. Perched upon a branch is a grotesque, 
  goblin-esque creature with the wings of a bat and 
  needlelike fangs.  
  "You're fools to brave these woods," the creature tells 
  you. "Alas, so am I. Let us palaver." 
  Once the party strikes up a rapport, Vool cuts to the chase. Read 
  the following: 
   
   
   
   
   
  Vool preens his wings and when he shows his teeth again, 
  they're messy with squashed grubs. 
  "The Woodland Queen is a tyrant," Vool tells you. "She 
  offers nothing but death for those that don't live happily 
  under her draconian laws—and my people cannot survive 
  much longer. We need the scarlet. We need blood. My 
  people are no gluttons, but she's condemned us already. 
  We cannot run and we cannot hide. We cannot pick up 
  and leave nor can we stand and fight. My people need a 
  hero. Many heroes. We need you." 
  If the adventurers refuse to overthrow Wyllow, Vool takes his 
  leave. If he senses that they need something more than the 
  satisfaction of saving a colony from genocide, he offers the 
  curse of lycanthropy as a reward to one character—but without 
  describing the insatiable need to feed. If that's not enough, his 
  last-ditch effort is offering a "magic boot" of his (one of the two 
  boots of elvenkind, which is useless without its pair).  
   
  HALASTER'S VISIT 
  While the adventurers are resting, Halaster pays them a visit to 
  share the backstory of Wyllow and her late husband Yinark. 
  The most cinematic experience would be at nighttime as the 
  adventurers are camped out for the night with only the faux stars 
  above as light. When Halaster's ready to spin his yarn, read: 
  "Gather round, fools, and listen to an old man's tale," says 
  the Mad Mage. With a wave of a hand, he conjures a 
  highbacked leather chair and a pipe full of tobacco. As he 
  reclines and gathers his thoughts, the pipe blazes. 
  "Wyllow… Sweet Wyllow. I tried to make her happy, 
  you know. Tried so very, very hard. All this. This entire 
  forest—my work. I willed the trees to grow, I birthed the 
  sun- and starlight that fills this domain, I stocked it with 
  birds and beasts galore, all to make my dear Wyllow 
  happy, for you see, there was a time when she wasn't.  
  "After her and Yinark, her husband—her late husband, 
  mind you—came to live and work with me two centuries 
  ago, Wyllow fell to blue clutches. After living her life in 
  the woods, Undermountain could feel like nothing more 
  than a prison. So, I shaped this place to her liking. And 
  she liked it for a time—but even this wasn't enough for 
  my dearest Wyllow. Her husband, that damned fool, 
  forbade her to return to the surface—forbade, can you 
  believe it? And she obeyed! 
  "Well, time sours all things and their marriage fell apart. 
  Violence was the only solution our dearest Wyllow could 
  grasp, like all prisoners. Alas, she was a druidess and 
  Yinark a wizard. Should've seen the destruction, phew. 
  Miles long. At the deepest crater lay Yinark's shattered 
  body, and at his side, his wife, her fury abated, and her 
  heart broken. She's remained here ever since, a prisoner 
  of her own guilt." 
  The Mad Mage shares the look of a bewildered father 
  that's tried everything but talk to his daughter. "I've tried 
  everything," he tells you, "but I'm afraid Wyllow's too far-
  gone. Walk lightly, my friends—for Wyllowwood is not 
  part of my game but hers." 
   
   
  
   
  73 
  Halaster neglects to mention that Wyllow later fell in love with 
  a mercenary by the name of Crissann, whose mind Halaster bent 
  against Wyllow. He has the barest recollection of the event and 
  avoids taking responsibility for it whenever it's brought up.  
  After spinning this yarn, Halaster winks out of existence 
  without any fanfare. One moment he's there in his chair, another 
  he's gone. Given a few days, the werebats pinch the chair.  
   
  MAD INTERVENTION 
  As noted in her tactics under Wyllow's Hunt the druid collects 
  the crystal bulb from Area 6G that, when planted in soil, 
  summons Halaster Blackcloak. She resorts to this if she's at the 
  brink of death with no possible escape. Read the following: 
  Bloodied and desperate, the druidess pulls from her robes 
  a small crystalline bulb, leaving red smears across its 
  glass. A figure dances within the orb, animated by some 
  strange magic. With her free hand, the elf digs a small 
  hole in the ground and goes to plant the orb—it slips from 
  her hand! Wyllow cries out in panic—and the wind itself 
  twists to deliver the orb back to her! 
  "Halaster!" the elf screams as she scoops dirt over the 
  planted orb. "Halaster!" 
  At your discretion, have the closest character to Wyllow reroll 
  their initiative in a contest with hers. If they succeed, they can 
  take one turn before the druid plants the orb to summon the Mad 
  Mage. If they kill her, Halaster is never summoned.  
  If the character in question loses this initiative contest, or fails 
  to strike Wyllow down then and there, read the following: 
  Before you can deliver that deathblow, time itself halts. 
  Your blood stops. A sparrow above is frozen in mid-
  flight. Only the orb moves. Only the orb maintains its 
  temporal autonomy as it spins and cracks and shatters—
  and the tiny figure that danced inside grows into a form 
  you're well acquainted with: the Mad Mage. 
  Halaster Blackcloak, arriving not in a storm of fire but 
  in a chill, throws his arms around the druid. You catch his 
  words just before a rift opens beneath his feet: 
  "Shh. Shh, it's all right. They can't hurt you anymore. 
  Halaster's here. Halaster will always be here." 
  The rift widens below the Mad Mage's feet, consuming 
  both the two. In a single flash, they're gone. Time thaws. 
  Only the shattered orb remains, a testament to your sanity. 
  Halaster teleports Wyllow to his lair on Level 23 where she 
  remains in critical condition for a 1d4 weeks. See Aftermath 
  below for more details.  
   
  EPILOGUE 
  Once the adventurers have cleared this level, they should 
  ascend to 9th-level. Beware: this is a major power spike for 
  spellcasters as they acquire 5th-level spells.  
  If the adventurers defeated Wyllow only for her to be saved 
  by Halaster (see Mad Intervention above) then then you should 
  award them the experience they would've earned by killing her.  
   
  AFTERMATH 
  The aftermath of the adventures' conflict with Wyllow, if they 
  have one at all, depends on whether they felled the archdruid, if 
  she escaped, or if Halaster saved her.  
   
  WYLLOW SURVIVES 
  After saving Wyllow, Halaster returns her to Wyllowwood 1d4 
  weeks later. Her pride bruised, and her fear stoked, she readies 
  herself for vengeance on the party if they ever cross into her 
  domain again. To avoid her, they'll have to carefully navigate 
  Halaster's gates.  
  While she's resting in Halaster's Lair, treat Wyllowwood to 
  the same fate detailed in "Aftermath" of Level 5 of DotMM.  
   
  WYLLOW FALLS 
  If Wyllow dies, the spirit of Wyllowwood itself rushes to save 
  her corpse. Vines sprout immediately to protect her body while 
  a horde of awakened beasts and plants emerge from the brush. 
  They guard Wyllow's corpse at all costs. 
  After the elf's death, Wyllowwood suffers under the events 
  described in DotMM's "Aftermath" of Level 5. 
   
  TEARULAI ON THE MOVE 
  Finding Tearulai is the culmination of one of Undermountain's 
  secrets (see The Emerald Blade in Appendix C, DotMM). If the 
  adventurers take the sword as their own, however, prepare for 
  the campaign to take a sharp turn. Either the sword is cowed 
  into submission (temporarily, always temporarily), or it seizes 
  control of its wielder and makes for the forests of Myth Drannor 
  to return whence it came.  
   
  THE SEND-OFF 
  Cap off your session with one of the following send-offs: 
   
  THE STANDARD SEND-OFF 
  With great disappointment, you turn once again from the 
  sun—faux as this one may be—to the blackened depths 
  of Undermountain. Certainly, you've learned that not all 
  that glitters is gold, and though life might thrive, it is no 
  less cruel than the darkest of dungeons. You only hope 
  that where next you go, light truly shines with all the 
  radiance and hope of a wintry dawn. 
   
  THE HOST'S SEND-OFF 
  Halaster telepathically communicates a message to the party. It 
  assumes they learned of Wyllow's tragic history. It can be 
  adapted for whether she died, escaped, or was rescued by the 
  Mad Mage (see Mad Intervention above). Read the following: 
  The Mad Mage's voice worms its way into your mind: 
  "'Never look a gift horse in the mouth,' they say. 
  Sometimes though… You ought to. I carved this place. 
  Grew every tree. Furnished these woods with river and 
  rock, beast and bird. I made this place for my dearest 
  Wyllow. But it was no gift. Only a prison. Do not pity her, 
  though, my contestants, do not indeed—for, truly, if the 
  druid wanted to leave, she would have found the will to 
  defy mine.  
  "But you? You have that will, that drive, that 
  foolishness. That's why she'll spend her life frolicking in 
  these gloomy woods and you'll rest amongst the graves of 
  failed champions. The worst, I promise you, has yet to 
  come." 
   
  
   
  74 
  LEVEL VI: THE LOST LEVEL 
   
  "I always felt this level lacked… pizazz. But after a few conjurations, I'm sure it will impress," – The Mad Mage on the Lost Level 
   
  QUICK NOTES 
  • 
  The Lost Level is lifeless and dull. To make it worthwhile, 
  it must be turned into a horror (via Halaster's Game, which 
  populates it with invisible stalkers).  
  • 
  The Lost Level is humongous—and empty. Sixteen of its 
  forty-eight rooms have no content whatsoever and that's 
  fine, so long as you don't let your game grind to a halt as 
  the adventurers comb through each room. See Areas of 
  Note for a list of which rooms have actual content.  
  • 
  This level should have a special meaning to dwarves; the 
  exploits of King Melair and his kin are the stuff of legends. 
  Additionally, the Heart of the Mountain is an excellent 
  roleplay opportunity for such characters. See Area 16 for 
  further details.  
  • 
  Given how nonlinear this level is, you may be tempted to 
  screw with the map, at least in the beginning—the mere 
  possibility of the party taking a right in Area 1, instead of 
  a left, dramatically changes their path, making it difficult 
  for you to plan ahead.  
  • 
  There is no central villain on this level. There's actually no 
  villain—unless you run Halaster's Game. Thus, the Mad 
  Mage himself indirectly antagonizes the adventurers. 
  • 
  Cloakers are allied with duergar on this level. Don't forget 
  that they can speak Deep Speech and Under-common! 
  • 
  The Lost Level is decorated in hidden doors, each requiring 
  a successful DC 20 Wisdom (Perception) check to spot.  
  • 
  A whopping ten of the Mad Mage's gates are on this level. 
  The adventurers are high enough level to open four: 
  o 
  A24, leading to L2, A20C 
  o 
  A36C, leading to L3, 21P 
  o 
  A27, leading to L4, A10 
  o 
  A10, leading to L5, A9 
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • The quest Retrieve Azrok's Dagger, offered by Lurkana on L3, 
  reaches its conclusion here. Skella Ironeye considers it her 
  property by conquest—stolen fair and square—but she's 
  more than willing to trade it for the party's assistance in 
  opening the Heart of the Mountain.  
  HALASTER'S GAME 
  Per the Companion, the Mad Mage has been rewritten into a 
  deranged game show host. The Lost Level is just another part 
  of his game. However, if your campaign does not make use of 
  this element, you can still run the contents of this section at your 
  table to redeem the waste that is the Lost Level.  
  The Lost Level has become a nightmare: invisible stalkers 
  hunt the living who are in a desperate race to open the famed 
  Heart of the Mountain. Only then, the Mad Mage promises, will 
  the stalkers cease their bloody pursuit. However, to open the 
  Heart requires the hand of a dwarven king, forcing the duergar 
  (and adventurers) to find Melair's hidden tomb.  
  Contestants. The adventurers are the late arrivals to the Mad 
  Mage's twisted game; the duergar have already been suffering 
  under it for two days now. All are counted as contestants in the 
  game and beholden to the same rules. If one side manages to 
  open the Heart of the Mountain, both are liberated from the 
  stalkers' reign of terror.   
  Changes to DotMM. Halaster has reworked the Lost Level 
  in two major ways:  
  • All exits from this level have been sealed, per Halaster's Lair 
  Action. After the adventurers arrive, the tunnel that lead them 
  here is likewise sealed. These new walls are impervious to 
  both damage and magic. Halaster's arcane gates have also 
  been shut down.   
  • Darkvision, as a racial trait, no longer works for humanoids 
  on this level, per a devious spell cast by Halaster. Other 
  creatures, such as monsters, are unaffected and continue to 
  see normally. Lamps and oil have become quite the hot 
  commodity. If the adventurers have no other light sources, 
  Halaster is kind enough to leave them a single hooded lantern 
  with 1d6 hours' worth of lamp oil. The many quartz pillars 
  described in DotMM continue to shed light as normal.  
   
  INVISIBLE STALKERS.  
  These malicious entities summoned by Halaster have been 
  cutting down duergar left and right—unlike in DotMM wherein 
  they remain indefinitely in Area 47. Rather than attacking 
  indiscriminately, they each select a specific target to hunt down. 
  After a successful kill, the stalkers retreat and pick a new target; 
  they innately know of every humanoid on this level, courtesy of 
  the Mad Mage. A duergar might just simply drop dead amidst 
  its fellows, hurling the survivors in a mad dash to escape an 
  unseen threat, lest they be next. The dwarves, in short, are 
  terrified and desperately searching for Melair's tomb so as to 
  win the Game before it's too late. 
  You, My Darling. It's inevitable that the stalkers target the 
  adventurers. Use them at your discretion to constantly hound 
  the party. Although only two lurk on this level, you can include 
  as many as you want, but they only ever attack one at a time 
  and retreat when wounded. Combat should be lightning-fast—
  a single round, or even only a few turns before the stalker turns 
  to retreat. If it comes down to it, have only the stalker and its 
  target roll initiative unless it's been detected by other characters.  
   
   
  
   
  75 
  AREAS OF ACTUAL CONTENT 
  Area Contents 
  Area Contents 
  1 
  Entrance to Level 6 
  26 Umber Hulks 
  5 
  Treasure (450 gp) 
  27 Gate to L4 
  7 
  Duergar, Cloaker 
  28 Story/Secret Door 
  8 
  Gate to L9 
  29 Story/Treasure/NPCs 
  9 
  Trap 
  31 Rest Area 
  10 Gate to L5 
  32 Gray Slaad 
  11 Story/Treasure 
  33 Undead Bulette 
  12 Duergar, Xorn 
  34 Gate to L8/NPCs 
  13 Treasure (spell scroll) 
  35 Halaster Regional Eff. 
  14 Secret Door 
  36 Gate to L3 
  15 Story/Duergar 
  37 Fire Elemental 
  16 Story/Gate to L10 
  39 Treasure (Jade Staff) 
  18 Helmed Horrors 
  40 Gate to L11 
  20 Treasure (600 gp) 
  41 Gray Slaad 
  22 Xorn 
  42 Trap 
  24 Gate to L2 
  43 Way to Level 7 
  25 Key to Area 10 
  47 Gate to L13 & 18/NPC 
   
  It Follows. Patient and sadistic, the stalkers walk after prey; 
  if the entire party spends its turns running away, they can easily 
  outrun the spirit—but if they ever pause, the stalker will catch 
  up. When it first attacks a target, the stalker whispers in Auran, 
  "You, my darling." Don't expect or stage a straight-up fight with 
  the party; use hit-and-run tactics or just an unstoppable force 
  that will follow its prey. If you've ever seen the film It Follows, 
  it should be reminiscent of that.  
   
  AREAS OF NOTE 
  The following areas are of note: 
   
  AN ABUNDANCE OF EMPTINESS 
  With nearly fifty rooms to this level, you can't be expected to 
  remember which have actual content in them. A third of this 
  level's areas are empty or otherwise uninteresting. Rooms of 
  actual note are listed above, their contents described. 
  You, My Darling. So, how do we liven up these otherwise 
  empty rooms? We can't be expected to flesh out every single 
  one of them, nor do we want to. So, instead we throw in the 
  invisible stalkers described in Halaster's Game. Your goal is 
  to have the adventurers rush through rooms chased down by this 
  malicious, invisible entity. As the party crosses paths with the 
  duergar, the stalker pauses to cut them down..  
   
  HALASTER'S GAME: THE IMPENETRABLE DARK 
  Read the following to creatures with darkvision when they first 
  arrive to the Lost Level:  
  The air here is stale… but clean. Something's amiss, 
  though. Something's strange. You blink about and find 
  nothing but darkness. An impenetrable darkness. Have… 
  Have you gone blind? With a start, you realize that your 
  eyes cannot pierce this night. You feel… naked. Like a 
  singer without their voice or a warrior without his arms. 
   
  1. UMBER HULK TUNNEL 
  The air is cloudy with darkness and dust. Beneath your 
  boots crunch rubble and debris left by whatever creature 
  dug this tunnel. For so very, very long all you hear is the 
  sound of your own footfalls until finally the tunnel evens 
  out and breaks through the smooth-stone walls of what 
  might be a tomb or stronghold.  
   
  HALASTER'S GAME 
  When Halaster lays out the terms of his demented game, read 
  the following:  
  You look behind you and—without any noise or flash, 
  without any fanfare at all—a sheer wall has replaced the 
  tunnel from which you arrived. A voice slips into your 
  brain: the ragged voice of Halaster Blackcloak: 
  "Behold: the Lost Level. The tomb of Melair, king of 
  the ancient dwarves of this mountain. Never has his tomb 
  been found—and so, none have ever escaped this place 
  alive. See, I've always felt this level lacked… pizazz. But 
  after a few conjurations, I'm confident that it will impress.  
  "At the heart of this ancient place lies the Temple of 
  Dumathoin—and behind its black basalt doors, a place of 
  power. The Heart of the Mountain. Behold it and you may 
  leave this place. Fail and this too shall be your tomb.  
  "Ah… but opening the Heart is no easy task. Only a 
  king's hand may open those doors and air out the secrets 
  therein. And beware: others lurk on this level. Others hunt 
  for the tomb. And others hunt the hunters." 
  The wall, the adventurers find, is impenetrable and impervious 
  to damage. Any time a character attacks a wall or attempts to 
  circumvent it, they hear Halaster chiding them for cheating.  
   
  5. LOOTED RELIQUARY 
  The reliquary lies in ruin. Shadows teem amongst the 
  wreckage and the smell of blood is fresh on the air.  
   
  HALASTER'S GAME 
  Before the adventurers reach this room, they hear a crash and a 
  scream: a duergar has just been slain by an invisible stalker in 
  the most horrific way possible. When they enter, read the 
  following: 
  A dwarf lies dead amongst the wreckage: a duergar 
  wearing his torn-out esophagus as a bloody tie.  
  The invisible stalker reached deep inside the screaming dwarf 
  and pulled hard. It yet remains in the room and makes no 
  attempt to hide as it leaves, its amorphous shape outlined by the 
  disturbed dust.  
   
  7. LIBRARY & SCRIPTORIUM 
  Rarely do dwarves commit words to paper—and so now, 
  as you walk in upon this library, you cannot help but 
  gawk. To gaze. To wonder what secrets could lurk on 
  these countless shelves. So high do those shelves climb, 
  sliding iron ladders are necessary to reach them. Several 
  stand scattered about the room. And so do duergar. 
   
   
   
  
   
  76 
  HALASTER'S GAME 
  Assuming the adventurers approach from Area 8 to the west, 
  you can use this variant: the duergar here don't attack the 
  adventurers but try to help them. Loose an invisible stalker 
  behind the party and motivate them into flight. When they rush 
  towards this area, the duergar shout, "Hurry! Hurry, before it 
  cuts you down!" They then slam the door shut, denying the 
  invisible stalker entry—hopefully. How, after all, can they tell?  
  The duergar here are in a frenzied search for "the tomb of 
  King Melair." Going off a hunch that a secret mechanism that 
  unlocks the tomb is hidden behind the scrolls on the shelves, 
  they're wantonly sweeping off the texts. They only recently 
  arrived and have quite a bit of area to sweep, considering the 
  shelves are up to 15 feet tall and require a ladder to reach.  
  The duergar hurriedly share any of the information below as 
  they desperately comb through the library in search for this 
  believed-mechanism.  
  • The Mad Mage has trapped them in "some infernal game" and 
  only if they open the Heart of the Mountain will "the unseen 
  stalkers" disappear. Over a dozen Ironeye duergar have been 
  bludgeoned, strangled, or eviscerated by these spirits.  
  • The Ironeye leader, Skella, can be found in the Temple of 
  Dumathoin (Area 15). They can provide directions. Skella's 
  a "woman of her word," they promise, and trust her to offer 
  the party peace.  
  • Melair was the king of the mythic Melairkyn dwarves of 
  Undermountain. They found great veins of mithral here and 
  carved out an entire kingdom—until the ancient duergar 
  (these duergars' probable ancestors) laid waste to the 
  kingdom.  
  • Relics and treasure of unimaginable worth can surely be found 
  in King Melair's tomb. 
  • While here earlier, a fifth duergar was bludgeoned to death by 
  an invisible stalker. His skull is caved in and his brain matter 
  is smeared across the floor.  
   
  10. ROYAL ARMORY 
  Dwarf-sized mannequins are awash in an ivory light 
  emitted by glowing quartz pillars. Battleaxes and war 
  picks, strangely without rust, are mounted on the walls… 
  and set into the back of a deep alcove is one of the Mad 
  Mage's infamous gates, engraved with the image of 
  dancing dwarves.  
   
  ARCH GATE TO LEVEL 5 
  This gate leads to Area 9 on Level 5, Wyllowwood. The safety 
  of using this gate relies heavily on the party's history on Level 
  5, for not only does this gate open upon the lair of the green 
  dragon Valdemar (perhaps freed from Tearulai's dominance), 
  Wyllow's realm is stocked with spies. Whether the druid is alive 
  or dead, her awakened beasts are sure to avenge her.  
   
  11. KING'S WALK 
  The following descriptions are written assuming the party goes 
  through Areas 11A-11E sequentially. To dwarven characters, 
  these chambers should hold great value—if not for them, then 
  for their people. 
   
   
   
  11A. TRAINING YEARS 
  Frescoes on the wall chronicle the birth of a dwarven lord. 
  Beside his crib are gathered weatherworn parents and 
  unimpressed visitors—but below the earth a divine figure 
  watches with great interest. As the years progress, the 
  dwarf enters into a great struggle: first as a brewer, then 
  as a metalsmith, and last as a stonecarver. 
  The Dwarvish reads, "The Birth of Melair. Neither Time nor 
  Gods can turn his glory into dust." 
   
  11B. PROSPECTING YEARS 
  The frescoes here continue to chronicle this mighty 
  dwarf's life. In one image he works to build a bridge over 
  raging waters. In another, he and a sun elf share tea and 
  mead together. Others show him prospecting for ore and 
  gems in the hills and hiding from rampaging orcs. The last 
  shows him locked in a deadly battle with a wyvern, his 
  war pick about to pierce the beast's skull. 
   
  11C. CORONATION 
  The frescoes here depict the same dwarf discovering veins 
  of mithral beneath the mountain—and in droves other 
  dwarves flock to these underhalls to crown him king. 
  There in that hall they offered him gifts and praise. 
  The Dwarvish reads, "With mithral found, Melair called for kith 
  and kin to share this wealth, to come to these halls, to 
  Melairbode. They called him 'King' and he called them 
  'family.'" 
   
  11D. CRADLE AND CROWN 
  Here the frescoes show the dwarven lord with his lady 
  wife and children—and their children's children, all with 
  the blood of a king. 
  The Dwarvish reads, "Might they carry the torch with pride, 
  long after Great King Melair has become one with the 
  Mountain." 
   
  11E. LIFE IN UNDERMOUNTAIN 
  Alas, the frescoes now depict what may not be glory but 
  regret. The dwarven lord seems to chase mithral through 
  the depths, obsessed and determined to purge all 
  infestations from Undermountain: drow, duergar, 
  beholders. His end, curiously enough, is not depicted. 
   
  15. TEMPLE OF DUMATHOIN 
  What this place is can only be described as a temple to the 
  gods—to one god, in particular. Quartz pillars shed their 
  queer, ivory light. Duergar lean against these pillars, 
  nursing their wounds while one dwarfess, notably tanner 
  than her brethren, paces about the room. Her Dwarvish 
  cussing floats out like sheet music.  
  The nave of this temple leads to a dais of golden marble. 
  Behind it stand black basalt doors, flanked by glowing 
  pillars of ivory light. Its lintel bears a bas-relief carving of 
  a mountain with a gem at its heart.  
  For all its beauty, death is still here. The stench of blood 
  and brain matter stains the very air… and you can make 
  out four corpses on the dais, beaten to bloody pulps.  
  
   
  77 
  It's been about two days since the Ironeye Raiders came to this 
  place, and it shows—many are shell-shocked and broken. All 
  are desperate. Well over a dozen of their dear comrades have 
  been murdered by those invisible entities.  
  Skella, for her part, feels emboldened, for during that doomed 
  foray towards the dais, she quickly read the Dwarvish 
  inscriptions upon the basalt doors. Armed with the knowledge 
  that she needs the hand of a dwarf king, she's sent her agents 
  scouring the Lost Level for King Melair's tomb. She wastes no 
  time enlisting the adventurers in this search, promising peace 
  even after the Heart of the Mountain is opened.  
  Roleplaying Skella. Other half-duergar may feel the need to 
  prove themselves to their kin, but not Skella. While she's as 
  dour as most, she doesn't hide her obsession for artistry and 
  beauty. Despite the onslaught facing her men, she's done a 
  remarkable job of holding them, and herself, together. Being 
  lawful, she's a woman of her word and keeps up her end of all 
  bargains.  
   
  HALASTER'S GAME 
  Shortly after the adventurers arrive to this area, an invisible 
  stalker murders a duergar. Read: 
  A dwarf's shriek pierces the quiet—but it's soon cut short 
  as its esophagus is ripped out through its mouth by an 
  invisible hand. The duergar takes two steps before falling 
  dead, vomiting up blood and entrails. His brethren swear, 
  cuss, scream, and loudly appeal to the gods for mercy. 
  One dwarf, you notice, even rocks in a fetal position, 
  quietly crying to himself.  
  Fear. Fear does awful things to a man.  
   
  OTHER DWARVES 
  Only the hand of a dwarven king can open these basalt doors—
  and thus, you can reveal this secret lineage to a dwarf player 
  character when they touch it. Perhaps they are the last in a long 
  line; if they were a prince or princess, perhaps their mother or 
  father has passed away since they delved into Undermountain 
  and, coronated or not, the title has passed down to them.  
   
  16. HEART OF THE MOUNTAIN 
  The basalt doors open upon a carved chamber veined with 
  glittering mithral. A tapestry depicting a dwarven 
  kingdom under a mountain hangs from the ceiling. This 
  very place is suffused with power, almost tangible to the 
  hand and sharp to the soul, a power best described not as 
  oppressive but glorious. 
   
  HALASTER'S GAME 
  Reaching this sacred place represents the crux of Skella's 
  desperate mission—but there's one last twist, imposed by the 
  Mad Mage. Read the following: 
  The Mad Mage's voice thunders across the temple, 
  shaking every stone: 
  "Secrets lost have been found again and here at the heart 
  of Undermountain, you have but one last trial. Attune to 
  the Heart, Ironeye. Attune and ask of your people's future 
  in this realm—my realm." 
  Skella instinctively knows she can cast divination in this room; 
  attunement, however, takes an hour, and during that time, 
  invisible stalkers and a gray slaad attack the duergar, pitting 
  the dwarves into a desperate last stand until Skella can divine 
  this answer.  
  The players can lend their strength to the last stand—this is 
  especially preferable if none of the adventurers are dwarves. If 
  they don't and leave the area, then off-camera, Skella succeeds 
  but at the cost of nearly three quarters of her men.  
  If the adventurers do stick around, then a total of three waves 
  assail these forces over the course of an hour: two invisible 
  stalkers at a time with a gray slaad at the rear (using fireball 
  and fear spells). The stalkers fight without concern for their 
  survival, but the slaad retreats whenever it takes half its hit 
  points. It relies on its Regeneration feature to heal. In between 
  waves, an invisible stalker picks off a duergar here or there 
  before vanishing.  
  The gray slaad is the one described in A32 and appears in 
  the form of the Mad Mage. If it was already slain, use either of 
  the two gray slaadi from A36C.  
  A Vision of the Future. The question Skella asks upon 
  casting divination is, "What fate awaits my people?" What 
  Skella sees is up to you, but suggestions include: the party's 
  betrayal, forcing her to attack them; or Halaster slaughtering 
  Clan Ironeye as punishment for not killing the adventurers. If 
  the party has been exceptionally loyal or kind to her and her 
  men, and she made a deal with them, she warns them to go now 
  before she changes her mind. 
   
  OTHER DWARVES 
  The Heart of the Mountain is an excellent opportunity for both 
  roleplaying and character development. If another dwarf 
  attunes to the Heart and casts divination, you can broaden it to 
  include the past. A dwarf character could finally learn the truth 
  of his brother's death, his father's infidelity, or any other great 
  personal mysteries of their lives. If any the player characters are 
  dwarves, you'll want to refresh yourself on their history, or 
  encourage the player to expand on it.  
   
  17. HEMISPHERE OF HORRORS 
  The helmed horrors here understand Dwarvish but can't 
  speak—but let's just change that, shall we? When they attack, 
  one shouts in a hollow, ringing voice, "You dare seek the secrets 
  of Dumathoin? Then take them!" in Dwarvish. Reward the 
  player that recognizes this allusion to World of Warcraft with 
  Inspiration.  
   
  27. ARCH GATE TO LEVEL 4 
  The adventurers may be loath to return to the Twisted Caverns 
  if Illuun, the aboleth, yet lives. This gate in particular delivers 
  travelers to the webbed drider lair (Area 10) on L4. 
  Opening the Gate. Skella holds the elf figurine necessary to 
  open this gate and is loath to part with it—but will use it as 
  leverage in a possible deal.  
  Aftermath. The Twisted Caverns may be in an even worst 
  state than when the adventurers first arrived. If Illuun emerged 
  victorious, House Auvryndar is sure to fall prey to its influence. 
  Even if the kuo-toa won, they stand little chance against the 
  drow—and House Auvryndar's agents will control the most 
  vital passages. Any deals made between them and the party 
  back then are sure to be null and void by now.  
  
   
  78 
  28. FALSE TOMB 
  The tomb is lit with the light of heaven itself—and filled 
  with the rusted trophies of conquered foes, all glaring in 
  the light emitted by those quiet, quartz pillars. Helms, 
  shields, armor fragments, weapons—all lie before a 
  shattered stone sarcophagus. 
   
  HALASTER'S GAME 
  When the party investigates the room, add: 
  You've done it. Hunted by unseen entities, you found the 
  tomb of Melair. The ancient king and lord of 
  Undermountain… Now what? 
  Halaster is strangely quiet when the adventurers arrive. 
  Shouldn't he announce some… culmination of his game? His 
  silence should confound the party. 
  Helmed Horrors. You can add two helmed horrors that knit 
  themselves together from the rusted arms and armor on the 
  floor. They hurl themselves at the adventurers, dwarves or not, 
  and shout in Dwarvish, "You seek the secrets of King Melair? 
  Then take them!" This is the only thing they can say. 
   
  29. KING MELAIR'S LOST TOMB 
  Halaster's game is nearly at an end, so long as the party or 
  duergar can brave Melair's tomb and commit themselves to 
  desecrating the corpse of a good king. 
   
  29D. GODS AND DEMONS 
  Four imperious stone dwarves keep an eternal vigil over 
  this chamber. On the far side hangs a great tapestry 
  depicting King Melair, his war pick bloodied and 
  gleaming as he leads his men against a gargantuan purple 
  worm whose mandibles have torn the very stone to shreds. 
  The glabrezu makes telepathic contact with the adventurers as 
  they enter the room. It poses as "Ghorn," one of King Melair's 
  elite bodyguards who volunteered to keep eternal vigil over this 
  place. In the eons since, Ghorn has come to regret his decision 
  and wishes to be free. He pleads with the party. Dwarven 
  characters know that "Ghorn" is a typical shield dwarf name.  
  True to its nature, the demon is sly and cunning. It can mimic 
  a dwarven accent and has a +7 to any Charisma (Deception) 
  checks it makes. It does not, however, know anything but the 
  basics of dwarven history. It can relate superficial knowledge 
  of the Melairkyn dwarves, but outside that, it knows nothing 
  special that might convince wary characters.  
  When the demon reaches out, read the following: 
  A voice slithers into your mind—and for once, it isn't the 
  Mad Mage of Undermountain. No, this voice is… weak. 
  Haggard. Desperate. 
  "Please," the voice pleads, "Our king is with the gods. 
  There is no need to watch over this tomb any longer. Our 
  spirits languish under the duty we swore to so long ago." 
  After being freed, the glabrezu casts dispel magic on the 
  tapestry, granting access to Areas 29E and 29F. While the 
  adventurers desecrate the tomb of Melair, the demon frees its 
  brethren from the statues. The sounds of shattering stone can be 
  easily heard, but the barlgura casts invisibility on itself.  
  Tactics. On its very first turn, the glabrezu attempts to free 
  its brethren if they aren't free already: using its Multiattack, it 
  casts confusion on the party, and makes two pincer attacks 
  against nearby statues. If a single statue takes 10 or more 
  damage, it releases its occupant demon—who should already 
  have its initiative rolled. The demons focus on freeing their 
  remaining their brethren. If you need a visual, imagine the 
  barlgura leaping across the room to smash a statue.  
   
  29F. TRUE TOMB 
  This quiet place is painted not in ivory light but sheer 
  darkness. A stone dais supports the dwarven lord's 
  sarcophagus—a perfectly cut slab of white marble, etched 
  with silvered, Dwarvish lettering. No treasure glitters 
  here. No glory is sung on fresco or tapestry. Just as his 
  beginnings were humble, so too it seems was Melair's 
  end. Fitting.  
  Clasped around Melair's waist is a belt of dwarvenkind added 
  by the Companion. Taking it incurs the enmity of Dumathoin, 
  the dwarven god of secrets. This character must make a DC 14 
  Charisma saving throw or be cursed with the following flaw, "I 
  can't keep a secret, no matter how trivial or dire." A spell of 
  remove curse or the like rids the character of the flaw. Every 
  day at dawn, there is a 50% chance that the character wearing 
  the belt must repeat the saving throw or be cursed again with 
  the same flaw. Only characters with the blood of Melair himself 
  running through their veins avoids this curse. 
   
  31. REST AREA 
  This chamber lies empty—and for once it feels that that's 
  an invitation, not a trap. 
   
  HALASTER'S GAME 
  Despite what's in DotMM, do not let this place be an area of 
  rest. If the adventurers try, an invisible stalker picks one of 
  them as its quarry and attacks, interrupting the rest. If wounded, 
  the stalker retreats to attack an hour later—repeat ad nauseum.  
   
  33. GHOHLBRORN'S GRAVE 
  Perhaps it's a printing error in DotMM, but the module 
  mentions, "Once all four exits are blocked by the statues, the 
  undead bulette erupts from the floor and attacks all creatures in 
  the room," without ever mentioning that the statues move.  
  Assume that an enchantment on the room triggers when the 
  first half of the party enters the room, the statues dissolve into 
  mud and then instantly reform to block each exit (with the 
  eastern one appearing right behind Area 33B, the hidden spiked 
  pit. That's when the undead bulette attacks. 
  The statues have an AC of 15, 50 hit points, immunity to 
  poison and psychic damage and resistance to piercing or 
  slashing damage. The adventurers will have to bust them down 
  to get in or out of the chamber.  
   
  36C. ARCH GATE TO LEVEL 3 
  This gate is the most convenient means to complete the Retrieve 
  Azrok's Dagger quest, as it deposits them right in the heart of 
  Azrok's Hold (Area 21P).  
   
   
   
  
   
  79 
  43. UMBER HULK TUNNELS 
  Peerless dwarven masonry has once again been smashed 
  into rubble. A roughhewn tunnel leads to darkness, 
  twisting down towards the bowels of the earth.  
  This tunnel leads down to Level 7, Maddgoth's Castle, wherein 
  the adventurers will find a family of stone giants cursed with 
  amnesia and tormented by one jackass of a faerie dragon.  
   
  HALASTER'S GAME 
  Halaster has sealed off the tunnel leading down to Level 7. Only 
  after opening the Heart of the Mountain are they able to 
  progress. When the adventurers approach, read the following: 
  Bricks and broken stone clutter this area. You find another 
  roughhewn tunnel of an identical nature to the one that 
  delivered you to this level of Undermountain originally… 
  And as you approach that yawning dark, reality shimmers. 
  A sheer wall materializes before you, accompanied by the 
  Mad Mage's grating voice: 
  "Indeed, the depths await you—but not yet. My game is 
  not yet won, fools." 
   
  47. HALLS OF THE FAITHFUL 
  As mentioned in Halaster's Game, the invisible stalkers that 
  were stationed here by the Mad Mage are now hunting down 
  mortals throughout the entire level. They can still attack when 
  the adventurers enter this chamber, however.  
   
  SPECIAL EVENTS 
  You can run these events regardless of the adventurers' current 
  location. It's preferable that It Follows precedes A Single 
  Glimpse so as to take advantage of desperate characters.  
   
  A SINGLE GLIMPSE 
  Under this special event, the glabrezu trapped in Area 29 is 
  endowed with greater omniscience and telepathy—a boon from 
  Halaster. While the adventurers search for the tomb of Melair, 
  the demon psychically reaches out to one character, offering 
  them the location and its secrets in return for "one glimpse 
  through your eyes." 
  The demon masquerades as a trapped guardian spirit—one of 
  Melair's elite bodyguards who volunteered to watch over their 
  beloved king's tomb for all eternity. Alas, in the millennia since 
  that oath, "Ghorn" has come to regret his choice and dreams of 
  seeing the real world one more time—for his world is nothing 
  but darkness.  
  If the character declines the offer, the demon backs off, and 
  instead reaches out to another other character. 
  If the character accepts, they feel a presence invade their 
  mind. Then or later, the demon attempts to possess the 
  character, subjecting them to a DC 17 Charisma saving throw. 
  On a success, the character shunts out the demon. On a failure, 
  they are charmed by it for 1d6 hours and the glabrezu can see 
  through their eyes and cast the suggestion spell on the character 
  at will, no matter the range. Pass or fail, the character is unaware 
  of this outside influence. 
  The glabrezu's immediate goal is to have its statue destroyed 
  in Area 29. It will pursue this goal through its host at all costs 
  but is coy enough to not arouse suspicion in others.  
   
  IT FOLLOWS 
  As described countless times already, invisible stalkers have 
  been loosed as part of Halaster's game. They can be thrown at 
  the party at any time or place. This special event can occur 
  multiple times. When in doubt, rely on this event. Aim for it to 
  occur at least twice in the level. Suggestions include: 
  • A stalker fills the corpse of a duergar, causing it to shamble 
  towards other living creatures.  
  • A stalker is already waiting when they enter the room and 
  wraps its intangible arms around a character. 
  • A stalker tries to force glass or rubble down a character's 
  throat, making a Slam attack but with slashing damage. 
  • A stalker enters the fray mid-combat with other monsters, 
  attacking a single target.  
  •As the party flees from one stalker, they see it clearly in the 
  dust. Upon entering the next room, a new stalker attacks. 
  Halaster telepathically whispers, "No escape. No hope. No 
  chance," to the party.  
  • A duergar sprints down the hall, screaming—but crashes to 
  his knees. The closest character can make a DC 12 Dexterity 
  saving throw to snatch his hand before the stalker hauls him 
  off into the darkness to have his neck snapped. Loudly.  
   
  RAMPAGE! 
  Throughout their time in the Lost Level, the adventurers can 
  hear umber hulks busting through walls or breaking down 
  stone doors far, far in the distance. Thus, when it grows quiet, 
  they should find cause for alarm. As the party explores, remark 
  time and again about that distant thunder and then, eventually, 
  seed in a few comments on how "it's quiet." Then, at your 
  leisure, an umber hulk attacks by bursting through a wall or by 
  charging down a hallway.  
   
  EPILOGUE 
  Once the adventurers finish this level, they should be half-way 
  to 10th level, even if they worked with the duergar instead of 
  killing them.  
  Cap off your session with one of the narrations below: 
   
  THE STANDARD SEND-OFF 
  No good king rules forever, much to the lament of the 
  Melairkyn dwarves. Their king, their hero, father, 
  leader… He too, despite being larger than life, could only 
  hope to lead one for so long. Could they ever predict their 
  fall? you wonder. Could they have ever foreseen Halaster 
  Blackcloak laying claim to this mountain and turning 
  what was once a beloved nation into a trove of 
  monstrosities? 
   
  THE HOST'S SEND-OFF 
  The Mad Mage whispers to you, his voice slick with 
  sadism: 
  "Fear does awful things to a man, and the worst venom 
  of all is the fear of the unknown. More's to come. More of 
  my games—but you know that. Half the multiverse 
  knows that. To them, I say 'tune in next week to see The 
  Castle of Maddgoth,' but to you, all I say is 'good luck.'" 
   
   
   
   
  
   
  80 
  LEVEL VII: MADDGOTH'S CASTLE 
   
  "…I found out guests are overrated. Whatever vagrants huddling here now have my blessing," – The Mad Mage  
   
  QUICK NOTES 
  • 
  Without running Maddgoth's Dance, this level isn't worth 
  your time; it's an otherwise lifeless detour and waste of ink. 
  To give it life, draw upon the themes of tragedy and dread, 
  the former related to the stone giants' plight and the latter 
  related to Maddgoth's return—and all that follows.  
  • 
  Unless contrived otherwise, the castle has little bearing on 
  the adventurers' advancement; it exists only as an optional 
  detour. If you'd like to force your party's hand, Otto the 
  faerie dragon has hidden the tunnel to Level 8 with illusion 
  magic, forcing them to enter the castle.   
  • 
  The stone giants have nothing to do with the castle and vice 
  versa. The Companion slightly links them together: spell 
  scrolls of mind blank can be found in the castle, which will 
  free the family from its perpetual amnesia.  
  • 
  No inhabitants on this level can speak Common, except for 
  Maddgoth.  
  • 
  Stone giants value artistry and graceful athleticism over 
  violence and treasure, which should be reflected in this 
  family's behavior.  
  • 
  If you have a wizard in your party, Maddgoth's castle is a 
  necessary detour; wizards need to find other spellbooks to 
  copy, and Area 25 is a veritable hoard of spellbooks.  
  • 
  A character that falls from Maddgoth's castle takes 20d6 
  bludgeoning damage! 
   
  MADDGOTH'S DANCE 
  Without the infamous serial killer, Level 7 is just a disjointed 
  level of amnesiac giants and one jackass of a faerie dragon. 
  Where's the pop? The excitement? To liven up this level, the 
  Companion has written in Maddgoth's ominous return, which 
  occurs half-way through the adventurers' exploration of the 
  castle—instead of long after they've left, as it's written in the 
  "Aftermath" section of DotMM.  
  When Maddgoth arrives (as an NE archmage), it's with a 
  human mage named Khodnar in tow. Little does Khodnar know 
  that Maddgoth will teach him the lesson of death rather than the 
  secrets of lichdom. The party's presence confounds Maddgoth, 
  who, despite his great intellect and greater power, is incredibly 
  fixated in his methodology. He isn't used to bystanders and is 
  now struggling to go through his usual song-and-dance. To 
  merely fireball the adventurers lacks tact and so Maddgoth 
  resorts to the role of a gracious host—and plans to eliminate 
  each of his guests, preferably in one sweeping stroke.  
  Maddgoth's first order of business is to reclaim his helm from 
  the magic mirror in Area 25B, rendering him impervious to 
  damage while in the castle. If another character already 
  possesses the helm, the archmage stops at nothing to reclaim it: 
  first trying subtlety, then relying on the nycaloths of Area 44. 
  Areas denoted with Maddgoth's Dance are written as variants 
  you can use at your discretion. Otherwise ignore them.  
   
  ROLEPLAYING MADDGOTH 
  Serial killers fall into one of two categories: disorganized and 
  organized. Maddgoth absolutely belongs to the archetypal 
  charming, cunning organized killer. He plans to such detail it 
  can well be considered a fault; if he has the slightest inkling 
  something is wrong, he abandons his current plot. Maddgoth 
  tempers his ambition and bloodlust with a healthy degree of 
  caution, always falling back and falling back until the game is 
  one swift ploy from being won.  
  You'll want to play Maddgoth off as charming, if not a little 
  strange. His gaze lingers just a little too long. His curiosity 
  seems a little too piqued. If there's one feeling the adventurers 
  should get, it's "eerie." 
  On the Mad Mage. If asked, Maddgoth claims to have great 
  respect for Halaster Blackcloak. This is a lie; not only does he 
  despise Halaster, Maddgoth intends to one day grow powerful 
  enough to kill the Mad Mage. Repeatedly—for Maddgoth 
  knows that Halaster cannot die but will be reborn again and 
  again. To kill the greatest mage of this world over and over 
  again—that is Maddgoth's sweetest dream.  
  On the Players. Maddgoth is less upset by the adventurers' 
  intrusion and giddier at the prospect of having more victims. He 
  takes sick interest in any arcane spellcasters; he may have even 
  assembled a dossier on one of these characters, having already 
  been made aware of their exploits (see A36). 
  On Khodnar. Maddgoth claims to be an admirer of Khodnar's 
  work. If he suspects that the party won't attack him over it, he'll 
  reveal that he and Khodnar plan to research the secrets of 
  lichdom together. This is, of course, a lie. Khodnar's soul is due 
  for the Nine Hells by first light.  
   
   
  
   
  81 
  On Undermountain. "This place is as good as any," 
  Maddgoth will admit, with a shrug. He readily tells anyone who 
  asks that he commandeered this castle years ago (many, many 
  years ago). He considers the Mad Mage's silence consent to his 
  presence, though the two have never crossed paths. Perhaps the 
  party will wonder, "why?" 
   
  MADDGOTH'S TACTICS 
  Wizards aren't into direct combat; the best battle for a wizard is 
  one where he's two miles away with a vial of his target's blood. 
  With intruders already in his castle, Maddgoth must make do 
  without preparation—giving the adventurers a fighting chance. 
  However, facing an archmage is still no trivial matter.   
  From the get-go, Maddgoth follows these tactics: 
  • Maddgoth's first priority is to retrieve his helm from Area 25B, 
  which renders him immune to all damage. While Maddgoth 
  is grappled, a creature can attempt to take off the helm—an 
  otherwise mundane task exacerbated by Maddgoth's rage, 
  iron will and ego—via a DC 16 Strength saving throw. If he 
  is incapacitated, it can be taken off, no saving throw required.  
  • Maddgoth never goes anywhere without backup, namely his 
  homunculus. If in need of further minions, he releases the 
  gray slaad from A33 or the nycaloths from A44. These 
  minions remain invisible and at a distance until Maddgoth 
  orders them to attack.   
  • Long before entering combat, Maddgoth casts mage armor 
  and mind blank upon himself.  
  • If combat erupts, Maddgoth casts time stop on his first turn. 
  He casts the following spells, if given enough rounds, in the 
  following order of priority: mirror image, fire shield, mage 
  armor, stoneskin and, finally, a cone of cold spell.   
  • Maddgoth is fond of detect thoughts spells to glean insight 
  into his foes' plans.  
  • When faced with a powerful, single target, Maddgoth casts 
  banishment. Thanks to his horned ring, he can bypass 
  Undermountain's restrictions on magic, defenestrating a foe's 
  dumb ass from this plane of existence. 
  • Provided he still has his horned ring, Maddgoth teleports to 
  safety when he's at 40 hit points or fewer. If he is warded with 
  spells of stoneskin and mirror image, he delays fleeing until 
  he's at 20 hit points or fewer, if his turn is soon.   
  • With infinite disguise self and invisibility spells at his disposal, 
  Maddgoth makes for a slippery foe.  
   
  ROLEPLAYING KHODNAR 
  Khodnar, a LN mage, is surprisingly friendly. He's in a good 
  mood, since Maddgoth has promised to research the secrets of 
  lichdom with him. He never suspects Maddgoth's true intention 
  until it's too late. Once the mage realizes that his host intends 
  to murder the guests, Khodnar sides with the party and does his 
  best to escape with them. He isn't prepared to give up his life 
  for strangers, however, and can be deluded by Maddgoth into 
  believing he'll be safe—that it was only these "trespassers" that 
  are to be "punished." 
   
  THE DANCE 
  Maddgoth's Dance unfolds across three acts: 
   
  I. MASTER'S HOME 
  Maddgoth returns to his castle to find intruders therein. Ideally, 
  this occurs after the adventurers have discovered the spellbooks 
  in A25, and A31 and A46. A meeting with the homunculus and 
  a romp with Otto is also preferable.  
  When Maddgoth arrives, with Khodnar in tow, read: 
  The castle shudders with an unseen force. Soft thunder 
  echoes out from the heart of the courtyard and a pale 
  brilliance lights up the halls for just a moment. Someone's 
  come to the castle. Its master, perhaps? 
  Maddgoth's return instantly turns on all the interior lights in the 
  castle (if they aren't on already) as if the middle lever of the 
  Console (see A37) was pulled. The homunculus cracks a grin 
  and literally jumps with joy; Otto cowers in fear like a child 
  whose mother is about to discover the mess he made.  
  The magi arrive in the courtyard (A23), loudly discussing 
  their evening plans. If Maddgoth sees signs of intrusion, he at 
  first casts mage armor and mind blank on himself, but otherwise 
  doesn't let his surprise show. His ego already at critical mass, 
  he acts with an air of confidence.  
  Even if the adventurers hide from Maddgoth, the homunculus 
  betrays their presence with telepathy. When he encounters his 
  uninvited guests, he greets them with a smile. If Otto is still 
  alive, it immediately flees from Maddgoth—but the wizard 
  skewers it with a magic missile spell straight through its eyeball. 
  "That pest has been squatting here for months. Try as I might, 
  it never did listen to me," he says.  
   
  II. THE GRACIOUS HOST 
  Having met the adventurers, Maddgoth insists they stay for 
  dinner—and he refuses to take no for an answer. Dinner quickly 
  becomes staying the night as the killer's ego gets the better of 
  him. This, Maddgoth is convinced, is his magnum opus. By 
  midnight, he'll have slain all his victims. As insurance, he 
  poisons tonight's wine with Midnight Tears poison (see above). 
  He has five doses of antidote and is unconcerned if he also 
  ingests the poison.   
  Before the Meal. Maddgoth gives the party an hour to freshen 
  up—but this is just to cover his antics. First, he frees the gray 
  slaad from A33 and retrieves the poison from A45. Thereafter, 
  he can be found in the kitchen, A27B, guiding his living unseen 
  servants as they prepare tonight's meal. If uninterrupted, he 
  poisons the wine through an intricate conjuration spell (see A27 
  for details) which costs him a 2nd-level spell slot. It's advised 
  you have at least one adventurer run into him in the kitchen to 
  foreshadow this.   
  Dinner is Served. Maddgoth sends his homunculus to gather 
  his guests and bring them to A27A. If he couldn't poison their 
  wine earlier, Maddgoth may cast time stop to do so now with 
  the same spell he would've used earlier. During dinner, he plays 
  with his food, and asks the adventurers probing questions or 
  suggests feats of daring and high-stakes wagers.  
  MIDNIGHT TEARS 
  A creature that ingests this poison suffers no effect until the stroke 
  of midnight. If the poison has not been neutralized before then, the 
  creature must succeed on a DC 17 Constitution saving throw, taking 
  9d6 poison damage on a failed save, or half as much damage on a 
  successful one.  
  
   
  82 
  After-Dinner Entertainment. Assuming his guests consume 
  the poison, Maddgoth suggests watching an "operatic illusion." 
  It's the highlights reel of his scarlet career. See Area 46. 
   
  III. ETERNAL SLEEP 
  Maddgoth insists the guests stay the night and has his living 
  unseen servants prepare the guest rooms (A29-32). If the party 
  refuses to stay, he pretends to not be bothered. He soon excuses 
  himself to A37 and locks down the castle (see A37, "Button 4" 
  for details).  
  If the adventurers agree to stay, Maddgoth bides his time until 
  10 minutes before midnight when he launches his attack. The 
  serial killer would much rather murder any spellcasters in a duel 
  and leave the mundane guests to die to poison. He'll even go as 
  far as waking any sleeping spellcasters. He stations his minions 
  (the gray slaad and two nycaloths) outside other rooms while 
  his homunculus roams the hall, lending its strength wherever 
  necessary. See A29-32 for details.   
  If this ploy goes poorly, Maddgoth has but one contingency 
  plan: a living unseen servant in A37 that presses the button to 
  teleport all inhabitants to the castle's rooftop, A47. It's here that 
  Maddgoth makes his last stand before dying or fleeing.   
   
  THE STONE GIANTS 
  This level's factions suffer from a disconnect. What occurs in 
  Maddgoth's Castle has nothing to do with the stone giants and 
  vice versa. Assuming the adventurers don't murder the giants 
  on sight, their only contribution to the campaign is to once again 
  demonstrate how screwed up Halaster is. Without any tie-in to 
  the castle, their only value to the players are as passerby—and 
  that assumes that the adventurers actually speak Giant.  
  The Language Barrier. It truly is astounding that none of this 
  level's inhabitants speak Common. If you want to hand-wave 
  this language barrier, then Halaster has enchanted these caverns 
  with a comprehend languages spell, allowing all creatures to 
  understand each other. This magic does not extend to 
  Maddgoth's castle, however.   
   
  MEET THE FAMILY 
  The stone giants number six in all, but the Companion adds a 
  seventh (see below) to better liven up the narrative. They are: 
  • Gravillok, the suspicious patriarch. His first instinct is to treat 
  small folk as vermin and intruders. See A6A.  
  • Speleosa, the unforgiving matriarch that tolerates no intruders 
  and offers only violence as a solution. See A13B.   
  • Rhodos, a curious and friendly giant. See A13A.   
  • Qurrok, a boisterous and devoted athlete that trains in A15 
  when he isn't searching A16 for baubles.  
  • Obsidia, who, like her brother Rhodos, is friendly to outsiders. 
  See A13A.  
  • Xorta, a timid youngling that longs to explore Undermountain, 
  but has been forbidden to by her parents. Music is her only 
  solace in these depths. See A10.  
   
  THE SHADOW OF GHNORSH 
  The Companion adds a third son to the family: Ghnorsh, who 
  died to an adventuring party about a month ago. His family can't 
  remember his existence, but their hearts cry out in inexplicable 
  pain. With their memories being wiped every eight hours, the 
  giants are trapped in cyclical grief, unable to ever achieve 
  acceptance—to escape the shadow of Ghnorsh.  
  Ghnorsh's rotting corpse can be found in a caved-in cavern 
  between Areas 9 and 13. Beside him are the crushed corpses of 
  two adventurers. The cave-in has made it impossible for the 
  giants to enter and they've forgotten why they had to clear such 
  rubble. If proof of Ghnorsh's demise is shown to Speleosa, she 
  breaks free of Halaster's amnesia, only to despairingly confront 
  the death of her son and the cruel fate forced upon her family.  
  Despite Halaster's magic, fragmented memories of Ghnorsh 
  still haunt the family. This shadow persists through every 
  memory wipe, and influences the giants in the following ways: 
  • Gravillok searches each day for a handheld mosaic carved by 
  Ghnorsh when he was young. Instead of chiseling the ceiling 
  in A6, Gravillok is overturning every stone in search of the 
  mosaic.  
  • Speleosa is haunted by images of Ghnorsh or memories of all 
  five of her children—one more than the four here.   
  • Ghnorsh's signature, chiseled into A13A's ceiling, haunts 
  Rhodos, who cannot make sense of it. Who's Ghnorsh? he 
  wonders. Its very presence is nauseating. He's convinced that 
  to erase or deface it would invite doom upon his family.  
  • Qurrok doesn't remember Ghnorsh, but his shadow allows him 
  to retain a memory of "the pale man" (Maddgoth) and "the 
  teeny castle above." He believes this pale man is the key to 
  curing his family's amnesia. Additionally, Qurrok's bears still 
  remember Ghnorsh, as they were his pets originally.   
  • Obsidia wakes every day from a dream of her childhood, 
  which was spent with a younger brother that doesn't exist. 
  She never remembers the dream, but it guides her chisel. A13 
  is decorated with dozens of carvings of this strange giant, 
  often standing on mountain peaks or deep below the earth.  
  • Someone taught Xorta how to play her first chords, and it was 
  Ghnorsh. Though she doesn't understand why, Xorta weeps 
  whenever she plays her flute.  
   
  BREAKING THE AMNESIA 
  After discovering the giants' amnesia, a character that succeeds 
  on a DC 16 Intelligence (Arcana) check can ascertain a magical 
  solution: a spell of mind blank. This spell, however, belongs to 
  the mythic "eighth circle of magic," accessible only to powerful 
  spellcasters. Perhaps the strange castle holds another solution? 
  Spell scrolls of mind blank have been added to this level so 
  that the adventurers might be able to cure the giants of their 
  amnesia. Otto has stowed these scrolls in A43. Although they 
  aren't 15th-level, a bard or wizard can still cast the spell if they 
  succeed on a DC 18 check using their spellcasting ability.  
  Even if the adventurers succeed against these stark odds, their 
  efforts are for naught; Halaster Blackcloak arrives an hour later 
  to curse the giants again. They come across him on foot and he 
  makes his intentions known. If they plead or give him a beat 
  down, he acquiesces, allowing the giants to remain at peace.  
   
   
   
   
  
   
  83 
  AREAS OF NOTE 
  The following areas are of note: 
   
  1. UMBER SHELLS 
  The air grows thick here, so far below the earth. There's a 
  sour taste to it. The cave floor is littered with molted 
  carapaces, some larger than a suit of plate armor.  
  In the distance, you hear the dull crash of thunder, 
  echoing throughout the caverns… And even more dimly 
  is the sound of upbeat, jubilant music.  
  The "thunder" is the distant comings-and-goings of the stone 
  giants. Foreshadowing! 
   
  MADDGOTH'S DANCE 
  When the party arrives, Halaster Blackcloak sends a cryptic, 
  telepathic message. He's divined several possible futures; many 
  feature Maddgoth's attempt to poison them with Midnight 
  Tears, a poison that claims its victims at the stroke of midnight.  
  Read the following: 
  That loathsome voice squirms its way into your mind, the 
  voice of the Mad Mage: 
  "Do you hear it? The distant thunder? The footfalls? 
  And that music… Slow, insidious. Venom wrapped in 
  velvet. Go to it, my contestants. Go, and quickly, for night 
  falls even here below the earth and when midnight tolls… 
  it tolls for thee." 
  The music Halaster refers to is the wand of conducting in Area 
  8 (which, per this supplement, is playing on its own). It's an 
  intentional red herring that Halaster throws at the party.  
   
  3. STONE THRONE 
  From a large jutting of jagged rock, a throne has been 
  carved. Blue quartz crystals glitter from its sides. It's 
  utterly massive. Just the idea of sitting upon that throne 
  brings back old memories of you trying on your father's 
  clothes as a young child.  
  Upon the throne lies a tablet bearing a mosaic of a 
  mountain split in twain beneath a blue sky. 
  The mosaic lying on the throne was carved by Ghnorsh (see The 
  Shadow of Ghnorsh) long ago for Greatfather's Day, a giant 
  holiday honoring one's father. It's a size of Small, weighs 50 
  lbs. and is worth 250 gp. A giant can hold it in its palm. 
  Gravillok is grateful to any creature that brings him the mosaic 
  or points out its location to him. 
  Otto's Game. Whenever he gets the chance, the faerie 
  dragon often hides the mosaic under illusion magic to screw 
  with Gravillok.  
   
  4. SILT PIT 
  You know, we just don't get enough environmental hazards in 
  our dungeon delving these days. See the sidebar for quicksand. 
   
  6. CRAFT HALL 
  Unfinished carvings, all abstract and all hauntingly 
  beautiful, litter the cavern walls. The rap-rap-rap of a 
  chisel echoes from deeper in the dark.  
  If you're using The Shadow of Ghnorsh variant described above, 
  replace the chiseling with the heavy footfalls of Gravillok and 
  the occasional clattering of stone. The giant is searching every 
  nook and cranny for Ghnorsh's mosaic (see Area 3). He leaves, 
  literally, no stone unturned.  
  Roleplaying Gravillok. The giant's revulsion to small folk is 
  blunted by his desperate search for "the mosaic." He's grateful 
  to any creature that helps him find it, even vouching for them 
  to the rest of the family, and thus allowing them safe transit 
  through this realm… for now. In less than eight hours, he'll 
  forget both the mosaic's location and his gratitude, making for 
  a nasty surprise if the party takes a long rest here.  
   
  7. SILT PIT 
  See the Quicksand sidebar. If a giant is nearby, they might 
  rescue a sinking character out of pity, much like how a human 
  might save a dog from traffic.  
   
  8. STRANGE ROCK FORMATION 
  The wand of conducting's cool. It's just cool. Have it already 
  playing orchestral music—In the Hall of the Mountain King—
  when the adventurers arrive to Level 7. Until it's removed from 
  the petrified basilisk, it continues on a loop. Your song of 
  choice could be the theme song, if any, for Dungeon of the Mad 
  Mage, Halaster's extraplanar program apparently broadcasted 
  across the multiverse for millions to enjoy. Choose whatever 
  fits your campaign.  
  Once removed, the music halts but the same song can be 
  replicated. Halaster can also remotely activate it whenever he 
  wishes, often using it to play music at the most inopportune of 
  moments, namely if the party is attempting to hide from a foe.  
   
  10. XORTA'S FLUTE 
  Halting music haunts the caverns, sometimes talented, but 
  more often produced by an obvious novice.  
  As you approach, you see bats the size of dogs squirm 
  up above. Guano occasionally falls like disparate rain. 
  Lairing here is a giantess wielding a massive flute carved 
  from stone. 
  A character with a passive Perception of 14 or higher can hear 
  sobbing just under the din of the music.  
  QUICKSAND 
  When a creature enters the area, it sinks 1d4+1 feet into the 
  quicksand and becomes restrained. At the start of each of the 
  creature's turns, it sinks another 1d4 feet. As long as the creature isn't 
  completely submerged in quicksand, it can escape by using its action 
  and succeeding on a Strength check. The DC is 10 plus the number 
  of feet the creature has sunk into the quicksand. A creature that is 
  completely submerged in quicksand can't breathe (see the 
  suffocation rules in the Player's Handbook). 
  A creature can pull another creature within its reach out of a 
  quicksand pit by using its action and succeeding on a Strength check. 
  The DC is 5 plus the number of feet the target creature has sunk into 
  the quicksand. 
  
   
  84 
  Roleplaying Xorta. When the small folk arrive, Xorta wipes 
  the tears from her eyes and treats them as a welcome distraction 
  from her weeping. On any given day, she would be delighted to 
  meet outsiders, for her heart yearns to explore Undermountain. 
  While she would vouch for the party if her siblings confronted 
  them, she's too timid to stand alone against her parents. 
  The Shadow of Ghnorsh. While Xorta believes she wishes 
  to explore Undermountain, truly her heart wishes to leave this 
  place, to escape the shadow of Ghnorsh's death. Ghnorsh taught 
  Xorta how to play music (though those lessons fell short with 
  his untimely death). Her mind cannot remember Ghnorsh, but 
  her heart does, and playing the flute only gets her weeping.  
   
  11. DISPOSAL CAVE 
  The air is rank with filth and rot and death.  
   
  11A. FACES OF HALASTER 
  The likeness of the Mad Mage is carved across the cavern 
  walls. To count would be a waste of your time: they're 
  innumerable. Is this just another manifestation of 
  Halaster's ego, the blind devotion of a sycophant, or 
  something… Something new?  
  You're reminded of the old tales. Of primitive men that 
  would put a face to their gods.  
   
  11B. SILT PIT 
  See the Quicksand sidebar. If a character falls in, Xorta is likely 
  to investigate their screams and pluck them out.  
   
  13. GIANTS' LIVING QUARTERS 
  Here the adventurers meet the family's matriarch.  
   
  13A. OBSIDIA AND RHODOS 
  You come across a most curious sight: two giants 
  together, one standing on the other's shoulder. The 
  giantess wields a chisel and is carving an abstract design 
  into the ceiling. As you look about, you find dozens just 
  like it, all across the cave.  
  When the giants notice their visitors, they loudly ponder their 
  existence together. Assuming the adventurers can understand 
  Giant, read the following: 
  The giantess regards you with a puzzled look. "What by 
  Stonebones' beard are these… tiny things?" 
  The male giant, still bearing the other on his shoulders, 
  says, "Why I've read about these creatures—" 
  "You don't read," the giantess interrupts. 
  "I read sometimes." 
  "With what? We've no books." 
  "I've… I've my means." 
  "You mean you've got means to lie. Look at that fat 
  tongue o' yours, bloated and all." The giantess squints at 
  you again. "You there! Small folk! Doesn't my brother—
  Rhodos, stick out your tongue—doesn't my brother have 
  a liar's tongue? Is it not bloated and silvery and all?" 
  If the adventurers don't understand or reply in Giant, the giants 
  consider them to be of the same intelligence a human would 
  assign to a dog. They then act accordingly, treating the 
  adventurers as innocent animals to protect—until ordered by 
  their parents to dispose of the "little mongrels." 
  Roleplaying Obsidia. The shadow of Ghnorsh darkens 
  Obsidia's dreams. Her mornings are spent absentmindedly 
  carving images of this mysterious giant amongst her other 
  designs in the area. They're often unfinished and overlooked by 
  Rhodos. If confronted over it, she mumbles confusedly as the 
  dreams come back to her. Tears then follow as she almost 
  comprehends who and what the giant is. 
  Roleplaying Rhodos. Each day, Rhodos looks over his 
  previous work and finds "Ghnorsh" carved into the wall by his 
  own hand. The name confuses him but seems familiar. He 
  swishes it around his mouth like a piece of hard candy, often 
  muttering it aloud as if it will one day become clear.  
   
  13B. GIANTS' HOME 
  This cavern is furnished with the furs of slain beasts. 
  Shallow pools of water are fed by the disparate rain 
  filtered through the limestone above. A giantess sits 
  cross-legged at the center of the cavern, polishing 
  gemstones with a patch of bat fur.  
  This is where violence should be most expected. Speleosa will 
  tolerate no intruders in her home. Any giant but Xorta is willing 
  to defy her orders, however, possibly protecting the adventurers 
  from harm—especially if the giants view them as pets.  
  Roleplaying Speleosa. Somber and distant since the death of 
  her son Ghnorsh, Speleosa has found herself in an inexplicable 
  depression. Memories float out from the darkness, memories of 
  better days she can't quite wholly grasp. Always is there a 
  feeling of longing. When a particularly sharp memory thrusts 
  itself into the foreground, she sometimes mumbles to herself 
  things like "Put down the boulder!" and "No, no, mother's here." 
  Sometimes Speleosa even hums lullabies. Whenever their 
  memories reset, the other giants find themselves avoiding 
  Speleosa, fearing that she may have gone mad.  
  Otto's Game. Once the faerie dragon arrives to create 
  mischief, read the following: 
  A soft gust of wind flows throughout the cavern bringing 
  with it the scent of freshly cut grass and lilacs—and on it 
  rides a mischievous giggle. A few short words in a barbed 
  language are then uttered, and where there was once 
  stone, a forest now flourishes.  
  The "barbed language" is Draconic, Otto's chosen language for 
  verbal components of spells. The giants panic under the sudden 
  change. Speleosa blames the adventurers and demands blood, 
  whereas Obsidia or Rhodos may warn the characters to flee.  
   
  13. TREASURE ALCOVE 
  The elemental gem of air found here summons an air 
  elemental. See Appendix B for its statistics. 
   
  14. CAVE BEAR DEN 
  The air is foul with the sharp odor of scat and rotting flesh. 
  In the distance something heavy and pawed makes its way 
  across the cavern floor. 
  If speak with animals is cast, the bears here explain that a 
  seventh giant, Ghnorsh, was slain some time ago (without a 
  moon to guide them, the bears have no frame of reference for 
  the passing of time). The "small men" came with iron and fire 
  and cut him down, they say. They've since gravitated to Qurrok 
  as their new master.  
   
  
   
  85 
  16. CENTRAL CAVERN 
  The cavern spans far into the dark, far beyond what even 
  the sharpest eye can see, or the brightest torch can reveal. 
  Ledges hug the walls, giving way to a bowl-shaped 
  canyon. Heavy steps fall like thunder in the distance. 
  When the party arrives, Qurrok is doing sprints and push-ups.  
  Roleplaying Qurrok. A memory of Maddgoth haunts 
  Qurrok. As the giant searches the cavern floor for valuables, he 
  finds himself sometimes muttering about the "pale man" (such 
  as "Come out, come out pale man" and the like). His muttering 
  echoes across the cavern. When he meets the party, he asks if 
  they've met the pale man, and, if they say yes, Qurrok asks if 
  he's brought back "the cure to this madness."  
  Like every foray here, Qurrok has tried to scale the mithral 
  spindle at the center of the cavern and been repulsed. Hoping 
  the party knows anything about it, he quickly brings it up. He 
  then spits in the spindle's general direction, condemning it.  
   
  REACHING THE CASTLE 
  As written, the front door to the castle (Area 17) is 80 feet off 
  the ground. There's no ledge or step outside the door; it opens 
  upon the empty air. Given the mithral spindle's repulsion field, 
  flight is ostensibly necessary to reach the castle. Conventional 
  methods like scaling, erecting a ladder, or throwing down a rope 
  doesn't work—though it would be comedic to watch the 
  adventurers try. Other methods may include: 
  • Teleportation spells, such as dimension door. A creature only 
  shrinks when it enters or is inside the spindle's field of magic, 
  so the distance of a teleportation spell remains unaffected.  
  • Having Qurrok hurl them upwards. Though the character will 
  shrink as they enter the field of magic, their momentum will 
  remain relative, allowing them to reach the door, where they 
  can make a DC 14 Dexterity saving throw to catch the door's 
  handle. On a failure, they hurtle back down to the cavern 
  floor. Qurrok can make a DC 10 Dexterity saving throw to 
  catch them.   
  • Appealing loudly and debasingly to Halaster, who, of course, 
  is always listening. His arcane eye can even be seen floating 
  around the cavern. If they use the magic word—"please"—
  Halaster spirits them to A17.  
   
  17. MAIN ENTRANCE 
  The entrance to this castle hangs on empty air. No stoop 
  or ledge is there for a visitor to step foot upon. Nay, the 
  fool that rushes out through this door will surely fall to his 
  doom. What, you can't help but wonder, happens to the 
  fool that rushes in?  
  After a character opens the door, which is unlocked, an alarm 
  spell is triggered; it's audible and sounds like a rung handbell. 
  It lasts for 10 seconds and alerts both Otto and the homunculus 
  that visitors are here.  
  Read the following once the spell is triggered: 
  You turn the knob, finding it unlocked. It opens upon a 
  darkened hall made of—an alarm rings! A shrill bell rings 
  throughout the halls—an alarm set off by your intrusion! 
  Yet as it fades, and you crane your ear, you hear nothing. 
  No movement, no guards. Nothing and no one at all... 
  Once the adventurers enter the castle, Halaster Blackcloak 
  speaks telepathically to them, shedding some light on the 
  history of this castle: 
  The voice of the Mad Mage worms its way into your 
  mind, paying no heed to whatever barriers you've tried to 
  erect against his various intrusions since the last one. 
  "A while back, I crafted this castle for guests. Spared no 
  expense, either. Stained glass, adamantine hinges—the 
  works. Then… Then I found out guests are overrated. 
  Whatever vagrants huddling here now have my blessing."  
   
  23. COURTYARD 
  The courtyard yawns to the distant cavern ceiling above, 
  furnished with gardens of glittering crystal. Commanding 
  the center is a statue of a wizard wearing a helm with 
  blade-like fins. His spellbook lies open, the arcane sigils 
  engraved into stone. The plaque reads: MADDGOTH. 
   
  25. MADDGOTH'S STUDY 
  Maddgoth's study represents, perhaps, the greatest source of 
  wealth for a wizard. If that wizard can harvest the tomes here, 
  expect a trip to Skullport or the surface to purchase enough 
  materials to copy over the spells found in these spellbooks.  
  This location is also important to find before Maddgoth's 
  return, for it evokes a sense of dread that will be capitalized on 
  in Maddgoth's Dance.  
   
  25A. HOMUNCULUS LAIR 
  It's as if a disgruntled cat was let loose upon this library. 
  The floor is ankle-deep with rubbish, smashed furniture, 
  and shreds of paper. Said cat—a hulking, winged, hairless 
  creature—stands there amongst the wreckage, giving you 
  an impatient glare.  
  Roleplaying the Homunculus. Roleplaying a character that 
  can't speak can be challenging for your table, especially if you 
  don't play in person. You'll need to rely on hand gestures, crude 
  drawings, body language, and narration ("the homunculus gives 
  you a pensive stare") and the like. The homunculus is a ticking 
  time bomb full of pent-up rage; rage that seeps into every 
  interaction it has, every gesture, every glare.  
   
  25B. MADDGOTH'S STUDY 
  The walls are decorated in hard-won trophies: wands, 
  staves, rods carved in arcane runes and orbs that 
  undoubtedly once held tremendous power. A lacquered 
  desk sits nearby, and on closer inspection, you can see that 
  it's made entirely of books engraved with sigils and other 
  symbols of arcane study: spellbooks.  
  This… This monument, for it can be called nothing else, 
  radiates an air of malice. Of ego. Pride, and obsession. 
  The trophies are beyond number and the magi that once 
  owned them unknowable. Unknowable, except for by the 
  scorch marks and acid burns and blood stains.  
  Twelve spellbooks can be salvaged from the desk and chair. 
  Their contents have been randomly determined for your 
  convenience. Many have a theme, such as conjuration or 
  necromancy, while others have little rhyme or reason to its 
  spells, suggesting that the wizard was either scatterbrained or 
  encountered many spells it could copy. Several spells are found 
  not in the Player's Handbook but Xanathar's Guide to Every-
  thing; these spells have been marked with "XGE". 
  
   
  86 
  These spellbooks are: 
  • A Guide to Amateur Illusions, written by a retired adventurer 
  who mass-copied it, selling it to gullible apprentices. 
  • A conjurer's tome, owned by an up-and-coming wizard fond 
  of traversing the planes. His ego and extraplanar travels got 
  him on Halaster's bad side; petty, the Mad Mage put him on 
  Maddgoth's radar.  
  • The Diplomat's Best Friend, written by a half-elf by the name 
  of Theodren, who belonged to Silverymoon's diplomatic 
  corps. Fancying himself a rising star, he etched that title into 
  his spellbook. Poor bastard had great ambition.   
  • Flintrinser's, a deep gnome, tome. Tragically, he was never an 
  intended target of Maddgoth's. They crossed paths in Skull-
  port; the serial killer shrugged and decided not to look a gift 
  horse in the mouth.   
  • How to Charm Folks & Influence Foes, an incomplete guide 
  started by Felix Brittle. The first half of the spellbook actually 
  includes tips on influencing others without magic, using body 
  language and other "tricks." 
  • Jalen's "spare spellbook," as the title page reads. This worn 
  tome has traveled the world, passed from individual to 
  individual. At one point, it was used to block a crossbow bolt, 
  leaving a gaping hole through the first third of the book. By 
  incredible serendipity, it eventually made its way back to 
  Jalen (who wrote as much in the margins) just in time for 
  Maddgoth to pay him a visit.   
  • The memoir of an apparent diviner, owned by a court wizard 
  that caught Maddgoth's attention. The serial killer wrote into 
  his tome, "He never saw me coming, the poor bastard." 
  • A standard-issued mage college notebook, whose first page 
  reads, "If found, please teleport to…" Careful analysis of the 
  following sigils and a successful DC 18 Intelligence (Arcana) 
  check identifies the address as a Waterdhavian college.  
  • A collection of scorched novices' notes, which belonged to 
  Maddgoth's earliest victim: an elven maiden named Salandre. 
  Maddgoth lectured at her university long, long ago and, after 
  months of careful planning and rehearsal, he finally made his 
  inaugural kill.  
  • Pages of Anguish, the title of which was chosen by an edgy 
  tiefling named Anguish. He truly earned that name in the end, 
  after hours with Maddgoth. The pages are water-stained, 
  suggesting Maddgoth froze him in ice.  
  • A tome fashioned from flesh, authored by a necromancer by 
  the name of Andal the Sideswept. It details his ambitions for 
  lichdom and the names of his victims (many of whom were 
  raised into undeath).  
  • A vistana's spell tome, one of the travelers that frequent the 
  mythic, misty land of Barovia (of the Ravenloft setting). The 
  tome is nicked, and its cover is slashed, rendering the first 
  third of the tome illegible; the vistana fell prey to Maddgoth's 
  cloud of daggers spell.  
   
   
  A GUIDE TO AMATEUR ILLUSIONS 
  Level Spells 
  1st 
  detect magic, disguise self, illusory script, magic 
  missile 
   
  CONJURER'S TOME 
  Level Spells 
  1st 
  find familiar, fog cloud, mage armor, shield 
  2nd 
  cloud of daggers, dust devilXGE, misty step, web 
  3rd 
  gaseous form, glyph of warding, summon lesser 
  demonsXGE, tidal wave 
  4th 
  banishment, conjure minor elementals, dimension 
  door, Leomund's secret chest 
  5th 
  dominate person, infernal callingXGE, planar binding, 
  teleportation circle 
  6th 
  arcane gate, Drawmij's instant summons, scatterXGE, 
  wall of ice 
   
  THE DIPLOMAT'S BEST FRIEND 
  Level Spells 
  1st 
  comprehend languages, disguise self, grease, shield 
  2nd 
  gentle repose, invisibility, misty step, Nystul's magic 
  aura 
   
  FLINTRINSER'S TOME 
  Level Spells 
  1st 
  catapultXGE, color spray, feather fall, ice knifeXGE 
  2nd 
  gust of wind, knock, see invisibility, shatter 
   
  "HOW TO CHARM FOLKS AND INFLUENCE FOES" 
  Level Spells 
  1st 
  charm person, expeditious retreat, thunderwave, 
  unseen servant 
  2nd 
  crown of madness, hold person, magic mouth, mirror 
  image 
  3rd 
  clairvoyance, counterspell, dispel magic, slow 
  4th 
  charm monster, confusion, fire shield, phantasmal 
  killer 
  5th 
  geas, hold monster, mislead, scrying 
  6th 
  flesh to stone, mass suggestion, move earth, 
  programmed illusion 
   
  JALEN'S SPARE SPELLBOOK 
  Level Spells 
  1st 
  identify, sleep, shield, thunderwave 
  2nd 
  alter self, darkvision, detect thoughts, knock 
  3rd 
  flame arrowsXGE, major image, nondetection, sending 
  4th 
  confusion, control water, ice storm, polymorph 
   
  "IF FOUND PLEASE TELEPORT TO…" 
  Level Spells 
  1st 
  burning hands, mage armor, snareXGE, Tenser's 
  floating disk 
  2nd 
  enlarge/reduce, flaming sphere, hold person, levitate 
   
  MEMOIR OF THE APPARENT DIVINER 
  Level Spells 
  1st 
  detect magic, identify, magic missile, sleep 
  2nd 
  blur, detect thoughts, locate object, mind spikeXGE 
  3rd 
  clairvoyance, dispel magic, fly, tongues 
  4th 
  arcane eye, locate creature, polymorph, wall of fire 
   
   
   
  
   
  87 
  NOVICES NOTES 
  Level Spells 
  1st 
  mage armor, sleep, silent image, ray of sickness 
   
  PAGES OF ANGUISH 
  Level Spells 
  1st 
  color spray, false life, find familiar, fog cloud 
  2nd 
  misty step, rope trick, ray of enfeeblement, 
  skywriteXGE 
  3rd 
  gaseous form, remove curse, sending, tongues 
  4th 
  Evard's black tentacles, fabricate, Mordenkainen's 
  faithful hound, polymorph 
  5th 
  control winds, dream, geas, hold monster 
   
  TOME OF FLESH 
  Level Spells 
  1st 
  false life, protection from evil and good, ray of 
  sickness, witch bolt 
  2nd 
  arcane lock, blindness/deafness, hold person, magic 
  mouth 
  3rd 
  animate dead, fear, feign death, hypnotic pattern 
  4th 
  arcane eye, blight, locate creature, stone shape 
  5th 
  cloudkill, danse macabreXGE, modify memory, scrying 
  6th 
  create undead, circle of death, eyebite, guards and 
  wards 
   
  VISTANA'S SPELL TOME 
  Level Spells 
  1st 
  disguise self, jump, mage armor, protection from evil 
  and good 
  2nd 
  darkness, gust of wind, invisibility, see invisibility 
  3rd 
  bestow curse, dispel magic, protection from energy, 
  remove curse 
  4th 
  charm monster, control water, hallucinatory terrain, 
  stoneskin 
   
  27. DINING ROOM AND KITCHEN 
  This area represents Act II of Maddgoth's Dance.  
   
  MADDGOTH'S DANCE: BEFORE THE MEAL 
  After retrieving the poison from A45, Maddgoth comes to the 
  kitchen, where his living unseen servants prepare dinner: roast 
  pork with lemon gremolata, paired with a wine brewed from 
  cave fisher blood (which is highly alcoholic and used in several 
  dwarven spirits; a DC 14 Intelligence (History) check reveals 
  as much; dwarves know this automatically).  
  In A27B, Maddgoth poisons the wine in an unconventional 
  method. Rather than uncorking the wine and mixing the poison 
  in, he instead teleports the poison inside (this spell costs him a 
  2nd-level spell slot). Thereafter, the bottle reeks of conjuration 
  magic, if scrutinized under a detect magic spell. During dinner, 
  Maddgoth makes a big show of uncorking the wine in front of 
  his guests.  
  If an adventurer visits the kitchen while Maddgoth's there, he 
  holds back from poisoning the wine. A character that succeeds 
  on an Insight check contested by his Deception check senses 
  that the wizard is frustrated.  
   
  MADDGOTH'S DANCE: DINNER IS SERVED 
  With his guests gathered for dinner, Maddgoth begins to play 
  with his food. Despite his calm demeanor, he is reveling inside. 
  Never before has he had such a delicious challenge laid out for 
  him—and with a priggish air, he's stepping up to the plate. He 
  wants to wine and dine his guests and see what makes them tick. 
  During dinner, he asks probing questions or suggests feats of 
  daring and high-stakes wagers.  
  With living unseen servants acting as waiters, Maddgoth 
  stations his homunculus in the room as a precaution. If the gray 
  slaad from Area 33 is still alive, it's here either invisible or in 
  the form of Zartem, the old man. If Maddgoth does not have his 
  magical helm (see A25B), he also stations the two nycaloths 
  from Area 44 in the kitchen. The fiends remain invisible until a 
  conflict breaks out, but the adventurers might detect their 
  presence before that.  
  A Toast! As described above, Maddgoth has attempted to 
  poison the wine by teleporting the Midnight Tears poison into 
  it. He makes a big show of uncorking the wine so as to quash 
  any suspicion. After all glasses are filled, he proposes a toast 
  ("To the serendipity of our crossing! Might this night bloom 
  into eternal friendship forevermore!"). Any creature that drinks 
  their wine ingests the poison. The poison is tasteless; creatures 
  that ingest it notice no immediate effects. See the Midnight 
  Tears sidebar for its effects. Maddgoth relies on an antidote to 
  avoid dying later tonight. 
  Plan B. If Maddgoth couldn't poison the wine earlier, he may, 
  as a last-ditch effort, leave the room, cast time stop, then rush 
  inside to drip Midnight Tears into characters' food or drink. 
  Whether the party is poisoned or not, he proceeds with his later 
  plans (as described in Act III of Maddgoth's Dance).  
   
  29-32. GUEST ROOMS 
  Each room's bed can comfortably fit two guests. 
  Ship in a Bottle. Found in Area 30, this knick-knack was 
  once a fully manned longship. Halaster, determined to furnish 
  the castle, answered the prayers of the crew when they were lost 
  at sea. He offered to "bottle" them up and bring them "home." 
  They never could've guessed what the Mad Mage actually 
  meant. A legend lore spell cast on the bottle reveals this. A DC 
  20 Wisdom (Perception) check is necessary for a character to 
  realize that there are tiny bones littering the ship; the crew 
  starved to death.  
  Charred Victim. If a spell of speak with dead is cast upon the 
  charred skeleton found in Area 31, he reveals himself to be a 
  mage and poet by the name of Robert Hellfrost. He too was 
  invited to dine here with Maddgoth, who promised to take him 
  on as an apprentice, mighty as Robert already was. He awoke 
  to Maddgoth splashing oil on him and his bed, and then setting 
  it aflame with a burning hands spell.  
  Brass Hookah. The brass hookah found in A32 is treasured 
  by Maddgoth; he likes to smoke with a guest the night before 
  he murders them. He often then sleeps in the bed they were 
  going to take, bringing the hookah there. Sufficient pipeweed 
  can be found in a case next to the hookah. A DC 14 Intelligence 
  (Investigation) check reveals that the spots on the brass are 
  scorch marks.  
   
   
   
  
   
  88 
  MADDGOTH'S DANCE 
  If the adventurers stay the night, they find themselves split 
  across the four guest rooms (Area 31's corpse has been removed 
  by then and the room cleaned). Fearing that his first victim will 
  be a screamer or alert their fellows by magic, Maddgoth stations 
  his minions outside the other rooms (the gray slaad and the two 
  nycaloths). His homunculus roams around the hall, ready to 
  lend its strength where necessary. It can communicate with 
  Maddgoth via its Telepathic Bond feature. Once all forces are 
  ready, he attacks. Maddgoth has the antidote on his person.  
   
  33. SLAAD IN THE OCTOBASS 
  A massive octobass dominates this chamber—and in it 
  squirms something. A small hole has been made in the 
  instrument, and from it peers the face of an old man. 
  "You there! Help me, for the love of all gods, help me!" 
  the old man shouts, "Free me, before Maddgoth wakes!" 
   
  MADDGOTH'S DANCE 
  You have a few options on how to run this encounter. It would 
  be more beneficial to Maddgoth's Dance if "Zartem" didn't 
  attack the adventurers, thus preserving his life until the slaad is 
  needed as extra muscle for the archmage. Alternatively, it 
  attacks the adventurers and flees when wounded, relying on its 
  Regeneration trait to heal its wounds. The slaad hits-and-runs 
  until Maddgoth arrives.  
  Civility. If "Zartem" holds back, it instead tries to score 
  sympathy with the adventurers. It's forbidden to leave the castle 
  by Maddgoth (who has its control gem). It'll make a show of 
  reaching the main entrance of the castle and casting fly on itself 
  and leaving the party's field of view before going to the roof. 
  Another Guest. If "Zartem" doesn't leave the castle, 
  Maddgoth returns in time to invite the adventurers to stay for 
  dinner. Zartem then becomes yet another guest but is ready to 
  aid Maddgoth in a moment's notice. When the slaad makes its 
  first attack, it sheds its disguise, revealing its true appearance 
  and nature. The adventurers will learn again why they ought not 
  trust anyone.  
  Adjust Maddgoth's Dance accordingly to account for this 
  additional guest. However, as the creature lacks immunity or 
  even resistance to poison damage, it's loathe to drink the 
  poisoned wine (see Area 27). Unfortunately, it must obey 
  Maddgoth's command and roll the dice later. Characters can 
  notice that "Zartem" is troubled or upset with a successful DC 
  14 Wisdom (Insight) check after the wine is poured and during 
  Maddgoth's toast.  
   
  34. MADDGOTH'S SUITE 
  From behind this door, emblazoned with a stained glass 
  "M," floats heavy snoring. Perhaps the lord of this castle? 
   
  34A. MASTER BEDROOM 
  No dust can be found in this room. Not on the massive 
  dragonchess set nearby. Not on any of the six portraits of 
  a portly, smiling wizard. Not on the four-poster bed—the 
  one in which a hefty figure lies snoring.  
  Statistics for the flying swords have been prepared (see "flying 
  wands of magic missile" in Appendix B). If they're activated, 
  read the following: 
  The portraits suddenly change: smiles turn to scowls as 
  the wands clutched by that wizard spring into existence, 
  floating through the bedchamber. With a flick of its wrist, 
  each portrait causes the wands to unleash a barrage of 
  magic missiles!  
   
  36. RECORDS 
  If you have any arcane spellcasters in your party, or your 
  players have retired any from previous campaigns, you can take 
  the time to flatter them by having a detailed dossier, written by 
  Maddgoth, marking that spellcaster as a "promising" target.  
   
  37. CONSOLE 
  This otherwise unremarkable chamber sports a strange 
  console. Three brass levers protrude from its side, the 
  outer two in the up-position, and the middle lies down. 
  Five brass buttons set into the dash just beg to be pushed. 
   
  MADDGOTH'S DANCE 
  The console can be utilized in various ways: 
  • If the adventurers accept Maddgoth's dinner proposal, he turns 
  on the interior lights and plays orchestral music. 
  • If the adventurers attempt to escape the castle or decline his 
  offer to stay for dinner (or the night), Maddgoth locks the 
  castle down, floods it with fog, and, if necessary, teleports all 
  creatures to A47.  
  • Once Maddgoth turns on the lights, Qurrok notices the castle 
  and gathers his family. Repulsed by the mithral spindle, he 
  resorts to a traditional stone giant solution: hurling rocks. He 
  assails the castle with boulders, which shrink but keep their 
  relative momentum. The castle is impervious to damage but 
  those on its rooftop are not. See A47 for details.   
   
  43. OTTO'S DEN 
   
  BREAKING THE AMNESIA 
  As described in The Stone Giants, spells scrolls of mind blank 
  have been added to this area. Five scrolls are here—meaning 
  that one giant must be chosen to live forever more with amnesia.  
   
  44. WIZARD'S ARMORY 
  A window to this chamber has been made: one of the 
  door's glass panes have been punched through, allowing 
  you a peek inside. Two bats flutter about in the gloom. A 
  framed scroll sits behind a pane of glass, the plaque of 
  which reads "Break glass in case of emergency." 
  If released, these fiends can turn the castle into a nightmare. 
  Nycaloths are infamous for striking from the shadows then 
  teleporting away before their foes have a chance to retaliate. A 
  pair can wreak havoc on the party, engaging in hit-and-runs.  
  Roleplaying the Nycaloths. Nycaloths are the most loyal of 
  their kind, and these two are no different. Yzig and Gorzog not 
  only respect Maddgoth, but enjoy his employment. They 
  especially enjoy his operatic illusions whenever he visits, each 
  detailing his newest kill. As ageless creatures, the nycaloths 
  have an overabundance of patience and can weather the 
  monotony of this room for eons to come.  
   
   
   
  
   
  89 
  MADDGOTH'S DANCE  
  Should an adventurer possess Maddgoth's helm, he has his pet 
  nycaloths rip off a character's head, then teleport away.  
   
  45. ALCHEMIST'S LABORATORY 
  The laboratory is a scattered mess. Alchemical equipment 
  teeters atop their tables, threatening to crash and fall. The 
  slightest wind could turn this place into a glass orchestra. 
   
  MADDGOTH'S DANCE: BEFORE THE MEAL 
  Amongst the cluttered equipment, a small, velvet-lined wooden 
  case holds a vial of Midnight Tears, a powerful poison whose 
  effects are described in the sidebar above. Five doses of antidote 
  are included. Maddgoth intends to poison his guests during 
  dinner. He uses locate object to find the case. 
  A character that spends ten minutes searching through the 
  cluttered laboratory can make a DC 18 Wisdom (Perception) 
  check to notice the box, which is underneath the refuse strewn 
  across the floor. With a successful DC 20 Intelligence check 
  using alchemist's tools, a character can identify the poison as 
  Midnight Tears and the accompanying vials as the appropriate 
  antidote. 
  Plan B. If the poison is gone, Maddgoth's plan continues 
  without the assurance of an easy kill at midnight.  
   
  46. MADDGOTH'S THRONE 
  A monstrous throne of iron and stained glass commands 
  this chamber, its clawed armrests groping out for some 
  unseen prize. Laid before that throne is a rug—fifteen feet 
  in diameter—bearing the image of a large gaping maw. 
   
  MADDGOTH'S DANCE: AFTER DINNER 
  The killer wants his cake and to eat it too. It's not enough to just 
  strike at midnight; Maddgoth wants to send his guests off to bed 
  drenched in dread. So, after dinner is served, Maddgoth invites 
  his guests here for some after-dinner entertainment. Khodnar, 
  exhausted from travel, conveniently retires for the evening, thus 
  sparing him from the knowledge that his host is a serial killer. 
  Assuming the party joins him, Maddgoth sits atop his throne 
  and weaves an operatic illusion—a highlights reel of his career 
  as a serial killer of magi. After every image fades, Halaster 
  Blackcloak's visage flashes across the illusion, so fast to be 
  almost imperceptible, suggesting that Halaster is Maddgoth's 
  ultimate target. 
  Maddgoth's Backup. Maddgoth enters the room with his 
  homunculus in-tow. The gray slaad stands invisibly in a 
  corner, ready to defend its master. If attacked without his helm 
  on, Maddgoth casts misty step to escape while his minions 
  guard his retreat. He then goes to Area 44 to free the nycaloths. 
  Confrontation. If Maddgoth is confronted over his crimes, he 
  assures his detractors that all his victims had it coming—he 
  paints himself as the victim faced with countless adversaries. 
  Read the following: 
  Smiling from his throne, Maddgoth tells you, "Power, you 
  see, is a ladder. Every rung can only be climbed over the 
  corpse of a rival. I never sought out conflict. Conflict 
  sought me out. My rivals and I… came to an impasse. 
  They grew without my consent. And like a gardener 
  encountering weeds, I laid my shears to the green and…" 
  Maddgoth makes a cutting gesture. 
  If they remain passive, Maddgoth finishes his operatic illusion 
  and invites the party to stay the night. If they refuse, he 
  acquiesces—but secretly goes to Area 37 to shut down the 
  castle (see the Console sidebar). 
   
  47. ROOF AND BATTLEMENTS 
  The cavern ceiling yawns above, an impenetrable 
  darkness that, seemingly, stretches on forever—like the 
  ocean on a cloudy night.  
   
  MADDGOTH'S DANCE 
  If necessary, Maddgoth himself or a minion presses the button 
  on the Console (see Area 37) to teleport all creatures to the roof. 
  This includes his minions. Maddgoth makes this the stage of his 
  last attempt to kill his guests. 
  The Stone Giants. As described in A37, turning the castle's 
  interior lights on allows the giants to see it. Qurrok hurls 
  boulders, some of which land on the rooftop. The boulders are 
  still shrunk by magic, but their momentum is preserved, and the 
  attack deals its normal damage (using the stone giant's Rock 
  attack). Pick a random area for the boulder to land, subjecting 
  one creature in that space to its effects. If Maddgoth is struck 
  and fails his saving throw, but is wearing his helmet, he is 
  instead pinned beneath the boulder until the start of his next 
  turn, giving his foes a chance to rip off his helmet or snatch the 
  antidote.  
   
   
  SPECIAL EVENT 
  You can run the following event for this level: 
   
  THE GENTLEMEN BASTARDS PASS THROUGH 
  The Gentlemen Bastards, an adventuring party described in the 
  Halaster's Game chapter, pass through these caverns in search 
  of L8, where they feature heavily.   
  The Bastards are a LN adventuring party composed of four 
  members: 
  • Grel Momesk, a LN human champion 
  • Jocelyn of Daggerford, a NE human warlock of the archfey 
  • Perlos, a NE halfling assassin (who has a speed of 25 ft., and 
  a size of Small; he can pass through the spaces of creatures 
  larger than him; he has advantage on saving throws against 
  being frightened; and whenever he rolls a 1 on an attack roll, 
  saving throw, or ability check, he can reroll the die, but must 
  use the new roll) 
  • Ilinar, an elven war priest (who has darkvision with a range 
  of 60 ft., and has advantage on saving throws against being 
  charmed; magic also cannot put him to sleep) 
   
  The Bastards have braved many strange and perilous corners 
  of Undermountain. They have no interest in exploring the castle 
  or taking on additional members (out of a well-earned fear of 
  theft or treachery). They likewise have no interest in fighting 
  the stone giants, lest they be flattened. Their only goal is to 
  reach Slitherswamp, the next layer of Undermountain. 
  Despite their best efforts, the Bastards run afoul of the giants, 
  which can occur in Areas 1-16. If the players don't intervene, 
  the Bastards are forced to fight one giant of your choice. The 
  Bastards then look for the exit to L8; they cordially decline 
  shacking up with the player characters; they've been burned 
  before and won't take any chances.  
  
   
  90 
  EPILOGUE 
  Once the adventurers finish this level, they should ascend to 
  10th-level, gods help your campaign. Choose a send-off below 
  to cap-off your session.  
  Maddgoth's Dance. If you ran Maddgoth's Dance and the 
  archmage survived, he finds himself not filled with rage or 
  slighted by the adventurers' audacity but instead curious. More 
  curious than he's ever been—especially if one of the surviving 
  characters was an arcane spellcaster. Once the intruders leave 
  his castle, Maddgoth returns to his records room (A36) to write 
  or update the dossier detailing this up-and-coming spellcaster. 
  The serial killer resolves to keep a close eye on his new target, 
  determined to meet them again one day without the protection 
  of their peers.  
   
  STANDARD SEND-OFF 
  Truth can be stranger than fiction and the tale you could 
  tell would be regarded as fantasy. A castle well-below the 
  earth, cocooned in shrinking magic. A hefty wizard who 
  has stalked and slain countless magi. Giants cursed with 
  amnesia and tortured by one jackass of a faerie dragon. 
  Gods above, there's no tavern on this earth you can tell 
  this tale in and still earn a coin. No bard would ever share 
  this tale, and no listener would ever believe it. 
  All in all, it's just another day in the dungeon of the Mad 
  Mage.  
   
  THE HOST'S SEND-OFF 
  The Mad Mage again, his voice dancing inside your 
  heads. You can hear the sneer on his lips: 
  "Guests, as I said, are overrated. Only a fool deigns to 
  play host, just as only a fool dares to enter a lord's sanctum 
  of power. Our contestants tonight were hardly the first to 
  find themselves facing Maddgoth. Maddgoth, whose kills 
  are innumerable, whose hunger can never be satisfied. 
  They were hardly the first but are surely one of the first to 
  leave this castle alive. How often now have they danced 
  away from the brink of death? How many more times can 
  they prevail in the face of adversity? 
  "Find out next week on Dungeon of the Mad Mage as 
  these poor fools plod through the squalor and muck and 
  brine of Slitherswamp." 
   
  HALASTER CONFIDES 
  After your chosen send-off, Halaster telepathically confides to 
  the adventurers that he too is one of Maddgoth's targets. Read:  
  The Mad Mage's voice comes to you again: "Yeah, that 
  guy's been trying to get me into that castle for years. 
  Thinks I don't know what he does with other wizards. 
  Sheesh. Some folks, right?" 
   
   
   
  
   
  91 
  LEVEL VIII: SLITHERSWAMP 
   
  "Together, we will conquer as slaadi are meant to do. I will teach the legacy of my people… your people," – Kuketh  
   
  QUICK NOTES 
  • 
  Slitherswamp's northern half is bullywug territory, the west 
  lies unclaimed, and the Ssethian Scourges rule the south.  
  • 
  Something's amiss with the rod of rulership. If it can only 
  be used each dawn and its effects are magically increased 
  to 12 hours (up from 8) when in the hands of the nagas, 
  then the only possible explanation is that both must be alive 
  to increase the duration to 24 hours. Thus, if one is slain, 
  the remaining naga struggles to hold onto its thralls at least 
  until its brother is reborn 1d6 days later.  
  • 
  A gate back to L6 can be found in A3. This is noteworthy 
  because the party can take a gate on L6 to L2 and quickly 
  get out of the dungeon—giving them a fighting chance of 
  curing their chaos phage if infected in The Blacktongue 
  Breakout storyline.  
  • 
  Kuketh's seat of power is Area 19, the Yuan-ti Temple. He 
  can be placed there or his private sanctum of Area 21.  
  • 
  You can run both The Blacktongue Breakout and Out from 
  Under the Rod simply by changing gears. If the party is 
  captured by bullywugs while charmed by the rod of ruler-
  ship, the enchantment wears off in Act II of BB. If the party 
  completes BB, they might still be captured and enthralled 
  by the nagas.  
  • 
  Don't be afraid to let Kuketh's pet hydra roam the swamp! 
   
   
  THE GENTLEMEN BASTARDS 
  Slitherswamp is an exploratory level with immense narrative 
  potential; to fulfill that potential requires the inclusion of 
  another adventuring party: the Gentlemen Bastards. 
  The Gentlemen Bastards, initially described in Halaster's 
  Game, are a LN adventuring party that the player characters 
  may already be familiar with. Perhaps they met them at the 
  Yawning Portal. Perhaps they ran into them on the previous 
  level of Undermountain (see Special Event on L7). Through the 
  Bastards, we can carve out two storylines that can color the 
  muck that is Slitherswamp: 
  Out from Under the Rod involves party falling prey to the 
  Ssethian Scourge's rod of rulership. This storyline features Grel 
  Momesk of the Bastards. Should even a fraction of the party fall 
  prey to the rod, you can run this storyline.  
  The Blacktongue Breakout revolves around the party being 
  captured by the bullywugs. Kuketh, their slaad overlord, has at 
  its side a blue slaad that infects prisoners with chaos phage—
  which can turn victims into red slaadi. Kuketh hopes to use its 
  newfound brethren to defeat the Ssethian Scourges. Jocelyn, 
  Perlos, and Ilinar of the Bastards have already been captured.  
   
  THE BASTARDS 
  The Gentlemen Bastards are cautious opportunists who only 
  enter fights they're sure they'll win. While Grel and Ilinar are 
  alive, the Bastards lean towards NG but generally are tempered 
  into a Lawful Neutral alignment. Without Grel, Jocelyn takes 
  over and pushes the Bastards towards evil.  
  As described in other chapters, the Bastards consist of: 
  Grel Momesk, a LN human champion. Grel seeks the riches 
  necessary to lift his family out of poverty. The Bastards tolerate 
  his occasional mistakes and fragile temperament.  
  Jocelyn of Daggerford, a NE human warlock of the archfey 
  in service to the Queen of Air and Darkness. Hers is a quest to 
  discover the secrets of Undermountain, namely the Knot in the 
  Weave. She was once a member of the Fine Fellows of Dagger-
  ford (see L2) but was kicked out for being too "unsettling." 
  She's fond of using enchantment magic to get what she wants 
  or to diffuse a situation.  
  Perlos, a NE halfling assassin. Although the name attached 
  to his many crimes varies, he's wanted in Waterdeep, Baldur's 
  Gate, and Neverwinter. He joined the Bastards to escape his life 
  of contract killing; he hopes to retire to the countryside a rich 
  man. At night, he's haunted by those he's murdered for coin. As 
  a halfling, Perlos has the following additional traits:  
  • He has a speed of 25 ft. He is a size of Small and can move 
  through the space of any creature larger than his size. 
  • He has advantage on saving throws against being frightened.  
  • Whenever he rolls a 1 on an attack roll, saving throw, or ability 
  check, he can reroll the die; he must use the new roll.  
   
  Ilinar, a NG moon elf war priest devoted to the elven god of 
  war, Shevarash. He is a veteran, former mercenary, and even 
  served in the Waterdeep City Guard. He's crass and impatient. 
  His holy symbol is a broken arrow over a teardrop. As an elf, 
  Ilinar has the following additional traits: 
  • He has darkvision with a range of 60 ft. 
  • He has advantage on saving throws against being charmed and 
  magic cannot put him to sleep.  
  
   
  92 
  OUT FROM UNDER THE ROD 
  Out from Under the Rod (hereafter "OUR") sets the adventurers 
  up to be enslaved by the Ssethian Scourges. The deceitful 
  serpents lure the party to their lair when—surprise, surprise—
  the rod of rulership recharges. In one fell swoop, the nagas 
  refresh the duration of their spell on existing thralls and attempt 
  to loop in these adventurers as well. The Ssethian Scourges 
  inevitably sic the adventurers and their forces on the bullywugs. 
  Here's the kicker, though: each player must roll their DC 15 
  Wisdom saving throw in secret. They're not meant to know 
  which of their comrades fell prey to the rod's influence. Do not 
  let them reveal out-of-character the result of their roll, nor 
  whether they failed or succeeded. Three outcomes are possible: 
  • All adventurers fail their Wisdom saving throw, in which case 
  you can inform them of that fact and direct them to roleplay 
  their characters accordingly  
  • The most desirable outcome, the party is split between being 
  charmed by the nagas. Those that succeeded must pretend to 
  also be enthralled, lest they be imprisoned or attacked by the 
  nagas' thralls—and their very own allies.  
  • All adventurers succeed on their saving throw but realize that 
  fact themselves—and then still pretend to be charmed until 
  they can find an opportune moment to escape or fight.  
   
  THE PASSAGE OF TIME 
  OUR can last days, even weeks, if the adventurers continue to 
  be charmed by the rod of rulership. You don't need to spend too 
  much time at the table devoted to this. Simply describe the day's 
  task, give characters that aren't charmed a chance to escape or 
  force their allies to abandon their post, and then skip to the next 
  dawn where all thralls are subjected to the rod once again. There 
  is immense roleplay opportunity here as characters watch their 
  comrades fall prey to the rod's influence.  
  The characters are fed while in the nagas' grip. Their rations 
  (along with any other useful gear) however, are taken and added 
  to the collective supplies. Thus, even if they escape, they'll have 
  to recover their stolen possessions or find replacements. 
   
  ACT I: KNEEL OR DIE 
  Each thrall has orders to bring newcomers to the nagas' lair in 
  A15. Therefore, if the thralls discover the party, such as in A11, 
  they first attempt diplomacy—a warm invitation to escape the 
  muck and squalor—and then resort to force if refused. What 
  better way to lure unsuspecting prey than simply inviting them 
  inside? If the adventurers agree, a thrall escorts them through 
  the south towards A15.  
  Foreshadowing. The party can discover hints of the nagas' 
  tyranny by scrutinizing a thrall with a detect magic spell, as they 
  radiate enchantment magic; or by visiting A13, where they find 
  the drow Xirk Dezepti'il in chains. He's more than willing to 
  shed light on what's going on in return for his freedom.  
  Fool Me Once… Characters that ostensibly resist the rod of 
  rulership are imprisoned in A13 alongside Xirk Dezepti'il until 
  the next dawn, when the nagas try again to influence them with 
  the rod.  
   
  1. STAND AND BE RECOGNIZED 
  The adventurers encounter thralls, who offer refuge in "the 
  homestead." They can be encountered at Area 11, otherwise it’s 
  a patrol that the party finds. This patrol consists of two drow 
  elite warriors, a duergar named Spraigen, and the human 
  champion named Grel Momesk.  
  You catch more flies with honey—and so, the thralls aren't 
  hostile. They use a variation of the following greeting: "Halt! If 
  you understand this tongue, then declare yourselves! Our lords 
  offer safe harbor to men of peace—and death to all others!"  
  Additionally, they describe their masters' lair as a "home-
  stead" where travelers are safe from the "frogfolk aggressors." 
  Grel Momesk. The Bastards' leader has fallen prey to the rod 
  of rulership. He might recognize the adventurers from the upper 
  levels of Undermountain or perhaps from days in The Yawning 
  Portal of Waterdeep. 
  Grel assuages any concerns the adventurers might have. If 
  asked about his compatriots, he informs them they've been 
  captured by the Blacktongue bullywug tribe. "We're working 
  tirelessly to save them," Grel assures the adventurers. "Our 
  lords are devising a plan to save them from Blacktongue Isle. 
  We must simply be patient and hold fast." 
   
  2. FROGFOLK NOT WANTED 
  Along the way to Area 15, the party and their escort are attacked 
  by a force of 2d4+2 bullywugs; two are astride giant toads. 
  The escort, if they survive, explains the dire war between the 
  bullywugs and the Ssethian Scourges, perhaps convincing the 
  party that they're on the side of righteousness.  
  The escort uses a variation of this language: "Damned frogs. 
  Their overlord has launched a crusade to claim these caverns—
  caverns our masters already freed from the yuan-ti! 'The frogs 
  call him 'the Lord of Fetid Obliteration.' 'Yurk Y'blorkflug' in 
  their savage tongue. Our lords are determined to hold out 
  against these raiders. Quickly! Let us get to the homestead 
  before more of the frogfolk descend upon us!"   
   
  3. PRESENT THYSELVES IN THIS GILDED HALL 
  The adventurers are brought to Area 15 either by invitation or 
  by force. By happenstance, there's less than a minute until 
  dawn—when the rod of rulership is ready again. The nagas run 
  out the clock until then. As the adventurers converse with (or 
  battle) the serpents, the remaining thralls all enter the cavern—
  the nagas' then immediately use the rod, subjecting all creatures 
  to a DC 15 Wisdom saving throw.  
  See A15 in Areas of Note for details on this event. Proceed to 
  Act II if the party falls prey to the rod of rulership.  
   
  ACT II: UNDER THE ROD 
  Under the Rod should be filled with vignettes of roleplaying, 
  tasks, and skirmishes with the bullywugs (which can just be 
  narrated to save time at your table). Like other thralls, the party 
  is assigned various tasks for the day, which you can determine 
  with the table below. Their first task, however, is to apprehend 
  a Dweomercore mage (see below).  
  During this act, adhere to these guidelines: 
  • After their first task, the nagas split up the party, knowing they 
  are stronger together—and some may have resisted the rod. 
  • If you speed through this act, remember to keep each players' 
  Wisdom saving throw against the rod secret. 
  • The adventurers have orders to send newcomers to the nagas 
  to also be dominated.  
   
  
   
  93 
  UNDER THE ROD: DAILY ASSIGNMENTS 
  d6 Task 
  1 Watch duty in A11 (25% chance newcomers arrive) 
  2 Fishing in A12 (25% chance of a crocodile attack) 
  3 Wrest A9 back from 3d4+2 bullywugs 
  4 Scrub the bone naga of A16 
  5 Gardening in A14 
  6 Patrol A17 (25% chance of a skirmish with 2d4+3 bullywugs; 
  10% chance of also facing Kuketh's hydra) 
   
  1. OH, SWEET, SWEET KARSTIS 
  Shortly before the adventurers arrived, the nagas became aware 
  of a Dweomercore mage present in Slitherswamp. Now, with 
  the adventurers in tow, the nagas send them, along with Grel 
  Momesk, to apprehend Karstis in A8. The Ssethian Scourges 
  want him alive and in one piece, so as to add his firepower to 
  theirs. See Area 8 for details. 
  If Karstis is slain or escapes, the nagas have a thrall flog the 
  adventurers as punishment (three lashes, each dealing 1d4+2 
  slashing damage; the hits automatically succeed). This corporal 
  punishment does not end the adventurers' charmed condition, 
  however—as they "deserve" it. 
   
  2. GREL BREAKS FREE 
  Grel Momesk resists the rod of rulership. Now equipped with 
  his full faculties, he knows it's now-or-never to escape. 
  Unfortunately, he knows he cannot hope to save his comrades 
  from the Blacktongue tribe without reinforcements. He tries in 
  vain to snap any of the adventurers out of their condition.  
  The time and place of this confrontation is up to you, but can 
  be determined by the party members' assigned tasks for the day. 
  It's random whether Grel is placed with a charmed character or 
  a character masquerading as a thrall. Any charmed adventurer 
  finds themselves compelled to report Grel's newfound free will 
  to his or her ophidian overlords.  
   
  ACT III: THY LORDS' WILL BE DONE 
  Believing now is the most opportune moment to wipe out the 
  bullywugs, the nagas send a host of thralls to assault A20. This 
  force includes the adventurers, 2d8+2 drow, three drow elite 
  warriors, and Grel Momesk, the human champion, if he is still 
  under the Ssethian Scourges' heel. The nagas have capitalized 
  on Grel's overwhelming need to rescue his comrades.  
  Now is an ample opportunity for the adventurers to slip away 
  and abandon Slitherswamp, or return to attack the nagas, if any 
  are free from the rod's influence. If they do return, assume that 
  the nagas are guarded by two trolls and 1d4+3 duergar.  
  It isn't enough to slaughter the bullywugs' fighters or murder 
  their king. Nay, the Ssethian Scourges demand that the hovels 
  be torched, the young slain—the tadpoles, even the unhatched 
  eggs—and Kuketh's head be brought back. Unbeknownst to the 
  nagas, Kuketh has a hydra that obeys its beck and call.  
  Handle this attack with your choice of Mass Combat rules or 
  just simply focus on skirmishes involving the adventurers while 
  other combatants fight in the background.  
  Once the mission is accomplished, the adventurers are still 
  beholden to the Ssethian Scourges until at last they can free 
  themselves from the rod of rulership. When that day comes, 
  they'll have to fight through the nagas' thralls.  
   
  THE BLACKTONGUE BREAKOUT 
  The Blacktongue Breakout (hereafter "BB") spans two days, if 
  not more. It involves Kuketh, the death slaad overlord, taking 
  the adventurers hostage and, its blue slaad servant added by the 
  Companion, infect them by chaos phage—a foul disease that 
  transforms the infected into slaadi.  
   
  ACT I. AMBUSHED! 
  The adventurers are ambushed by a staggering force of 
  bullywugs, likely while taking a long rest in Area 5 or triggering 
  a trap (which can be placed anywhere; see A17 in Areas of Note 
  for details on these traps). A force of 1d8+4 bullywugs quickly 
  appear to surround the adventurers, relying on carrion crawler 
  mucus to incapacitate captives. Once captured, the bullywugs 
  take the party to A19, leaving them in the temple apse, under 
  the careful gaze of Torbit, the bullywug assassin.  
  The adventurers may be surprised to learn that three other 
  adventurers were captured as well: Jocelyn, Perlos, and Ilinar 
  of the Gentlemen Bastards. Each has two levels of exhaustion. 
  They have limited knowledge of Slitherswamp and explain that 
  two days ago, they too were ambushed by bullywugs—but that 
  Grel Momesk ("that titan of a man," Ilinar says fondly) resisted 
  the poison, burst from his bonds, and swore to rescue them. 
  Both Perlos and Ilinar have faith that Grel will return, but not 
  Jocelyn; she's fallen to poisonous doubt.  
   
  ACT II. KUKETH'S GAMBIT 
  Act II oversees the adventurers' imprisonment in A19 and their 
  eventual escape. Given that they're 10th-level characters, some 
  drastic measures are necessary to actually detain them, which is 
  justified by the bullywugs' healthy fear of their prowess. Act II 
  is divided into the scenes below; during a scene, characters can 
  attempt to break free from their bonds and escape. Justify hand-
  waving away hours and days through exhaustion and poison; 
  after all, you don't want a character attempting a Strength check 
  to break their manacles every six seconds for hours on end. Give 
  them, of course, opportunity to speak with each other and their 
  fellow captives.  
  The bullywugs employ these measures to detain captives: 
  • The captives are force-fed carrion crawler mucus, paralyzing 
  them. During a scene, a successful DC 13 Constitution saving 
  throw is necessary to overcome this poison.  
  • The captives are in manacles, scoured from A13. To break free 
  from or slip out of manacles requires a DC 20 Strength or 
  Dexterity check, respectively. To unlock them requires a DC 
  15 Dexterity check using thieves' tools. Manacles have 15 hit 
  points, and immunity to psychic and poison damage.  
  • The bullywugs gag spellcasters with grimy rags, muddy flora, 
  and even dead frogs, to prevent them from casting spells.  
  • The adventurers have been stripped of their arms and armor, 
  which is in A19C, hidden behind statues.  
  For the sake of narrative—which requires buy-in by your 
  players—only allow checks and escape attempts during scenes, 
  which are described below. You can add other scenes as well, 
  such as the characters being fed.  
   
   
   
  
   
  94 
   
  1. AN AUDIENCE WITH THE KING 
  After the adventurers are captured by the bullywugs, Kuketh, 
  the death slaad overlord arrives to Area 19 with Hyin, its blue 
  slaad servant (who has shapechanged into a blue bullywug). 
  Once alone, the slaadi drop their guises and speak telepathically 
  to the prisoners to inform them of what's to come. 
  When the slaadi first enter the temple, read: 
  There's a commotion outside—you can hear the frogfolk 
  chattering. They sound worried, frightened. What, you 
  wonder, could throw them into such a frenzy? 
  The moments pass slowly, lapsing into silence—until 
  all at once, a dozen creatures shout, "Yurk Y'blorkflug! 
  Y'borkflug! Y'borkflug!"  
  Two bullywugs flanked by guards enter, one mottled in 
  grey spots, the other dark blue. You can quickly ascertain 
  that this grey bullywug is respected, or feared, by its 
  disciples. Perhaps it's their chieftain.  
  Kuketh, with Hyin in tow, have come to inspect the newest 
  prisoners and speaks to them telepathically. Read: 
  A voice slithers into your mind—not the Mad Mage, for 
  once, but something much fouler, something reeking with 
  savagery, something wet with rage: 
  "You will be mine. My sons, my daughters, my kith and 
  kin. Pain first, centuries-worth of pain, but at the end… 
  Liberation. Transcendence. Together we shall conquer as 
  slaadi are meant to; I will teach you the legacy of my 
  people… your people." 
  The grey bullywug grins, its face stretching impossibly 
  far. With a hand, it dismisses its guards—and as soon as 
  they're gone, the illusion disguising it shimmers away to 
  reveal its true form: a batrachian abomination whose 
  black, slimy flesh is mottled with a rash of bony spikes.  
  The prisoners may attempt to escape then and there, following 
  the same guidelines as above. Kuketh, however, can quickly 
  subdue the prisoners with a fear spell (or, failing that, using its 
  greatsword). The slaad values its life well over its plan to create 
  more slaadi and isn't afraid of murdering this batch of prisoners 
  and starting over. It's confident that it can hold out until more 
  men are captured by the bullywugs.  
  Infection. While chained, Hyin scratches the prisoners; each 
  must succeed on a DC 15 Constitution saving throw or be 
  infected with chaos phage. Don't inform them of the DC and 
  have them roll in secret to preserve the suspense—you don't 
  even want them knowing if chaos phage is a curse or a disease. 
  The slaadi, for their part, have no idea whether a character 
  resisted infection. They leave satisfied.  
  Aftermath. Kuketh and Hyin leave the temple under Torbit's 
  vigil, the bullywug assassin described in A19. The prisoners 
  are free to plot their escape or theorize what creatures they're 
  dealing with. A successful DC 16 Intelligence (Arcana) check 
  identifies them as slaadi; a result of 20 or higher recalls their 
  various means of reproduction.  
   
  2. ESCAPE FROM THE TEMPLE OF SSETH 
  This event begins the next day, giving characters the chance to 
  finish a long rest—though those infected with chaos phage can't 
  regain hit points. By now, an infected character can sense the 
  disease raging within them. 
  Kuketh prepares a grand parade of sorts that it hopes will 
  galvanize the tribe. In anticipation of its arrival, A19 is staffed 
  by dozens of bullywugs. The most opportune moment to escape 
  is during a changing of the guard. The adventurers, alongside 
  the Gentlemen Bastards, must survive wave assaults and fight 
  their way out of the temple. Ultimately, however, Kuketh and 
  its hydra arrive, serving as the final encounter. See A19 in 
  Areas of Note for details on this event.  
  This event can be a deadly encounter. It features four waves 
  of combatants, including several bullywugs, a blue slaad, an 
  assassin, and finally facing Kuketh and its hydra. It is vital that 
  the Gentlemen Bastards are not forgotten in combat, as their 
  firepower is necessary to survive. Additionally, characters must 
  seek a cure to their chaos phage immediately, lest healing magic 
  fail to aid them.  
   
  ACT III. BETRAYAL! 
  After winning their freedom from the Blacktongue bullywugs, 
  the Gentlemen Bastards are pushed into turning on the 
  adventurers for one of the reasons outlined below.  
   
  RISE OF JOCELYN 
  If Jocelyn lived through this ordeal and Grel Momesk is absent 
  or dead, she quickly seizes control of the Bastards and shows 
  her true colors. Out of a greasy tangle of paranoia and greed, 
  Jocelyn orders her comrades to attack the party; her brethren, 
  long since intimidated by this warlock, obey without question.  
   
  TONIGHT'S SPECIAL 
  Halaster's disembodied voice delivers an ultimatum: one group 
  must die for the other to live. The Bastards—survivors to the 
  core—hold nothing back and immediately attack. 
   
  INFECTION 
  If the anyone was infected with chaos phage, their only hope is 
  either a spell of lesser- or greater restoration. Unfortunately, 
  they may be low on spell slots, as is Ilinar of the Bastards. It 
  quickly becomes clear that not everyone can be cured—and no 
  one knows for sure how soon until the disease will take them.  
  Violence. If the adventurers have the means to cure the 
  disease, the Bastards demand it, be it a spell or an item. They 
  will resort to violence if refused, especially if Jocelyn is still 
  alive. The Bastards spare any character they suspect can cure 
  them and attack the others, hoping to either trade the players' 
  freedom and lives in return for the cure. There is no line they 
  aren't willing to cross to be cured.  
  Peace. The situation can be diffused through these methods: 
  • A spell of calm emotions or a similar enchantment spell is cast 
  upon the Bastards. 
  CHAOS PHAGE 
  A humanoid hit by a blue slaad's Claw attack must succeed on a DC 
  15 Constitution save or become infected with chaos phage. While 
  diseased, the humanoid can't regain hit points and its hit point 
  maximum is reduced by 10 (3d6) every 24 hours. If the disease 
  reduces the target's hit point maximum to 0, the target instantly 
  transforms into a red slaad, or, if it has the ability to cast 3rd-level or 
  higher spells, a green slaad. Only a wish spell can reverse the 
  transformation. 
  
   
  95 
  • The adventurers can provide quick transport to the surface. 
  They might know the location of any of Halaster's gates (such 
  as the one in A3, which leads to L6, which in turn has a gate 
  to L2). The Bastards will require proof and the first gate to be 
  opened before them, otherwise they resort to violence.  
   
  AFTERMATH: SLAAD LIFE 
  So, what if the adventurers fail to free themselves, or can’t find 
  a means to cure their disease? Much like when a character is 
  cursed with lycanthropy, their alignment changes and the DM 
  has the right to seize control of that character, effectively killing 
  it. This is a valid option, but you may want to consider allowing 
  your players to continue playing as slaad, at least for a little 
  while—since, as we’ll see, the effects need not be permanent. 
  You have two options for implementing this system: 
   
  ABERRANT MODEL 
  Under this model, the character becomes a slaad wholesale. It 
  loses its racial bonuses, class features, including spellcasting, 
  and any other abilities not granted to it by feats or magic items. 
  Their character sheet is effectively replaced with a red slaad's 
  or green slaad's statblock. 
  Chaos phage has wiped away all but the character’s 
  personality and memories, replacing their Ability Scores and 
  other proficiencies. They find themselves in a new, alien body.  
  The player might wish to play this slaad for a time but—if the 
  transformation is not reversed by Halaster or a wish spell—
  Limbo's chaotic influence inevitably consumes them, causing 
  the character to become a creature permanently under your 
  control. If you need to specify a time limit, assume that this 
  process takes seven days. As the days drag on, the character 
  finds themselves becoming more and more unhinged.  
   
  RACE MODEL 
  This model is "slaad lite." It omits three traits you don't want in 
  the hands of a player: damage resistances, the Regeneration 
  trait, and the ability to produce more slaad.  
  Under this model, the character’s racial traits (with exception 
  to their Ability Score Increase trait) are replaced with the ones 
  below. Those that can cast 3rd-level spells or higher become 
  green slaads instead of red. See the Green Slaad sidebar.  
  Ability Score. Your Strength score becomes 16 if it's not 
  already higher.   
  Alignment. Your alignment becomes chaotic neutral.  
  Size. Your size is Large.  
  Darkvision. You have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of you as if 
  it were bright light, and in darkness as if it were dim light. You 
  can't discern color in darkness, only shades of gray. 
  Perceptive. You have proficiency in the Perception skill.  
  Magic Resistance. You have advantage on saving throws 
  against spells and other magical effects. 
  Natural Weapons. Your teeth and nails are natural weapons 
  with which you can make unarmed strikes. On a hit with your 
  claws, you deal 1d6 + your Strength modifier as slashing 
  damage. On a hit with your bite, you deal 1d6 + your Strength 
  modifier as piercing damage.  
  Languages. You learn to speak Slaad, a guttural and rolling 
  language without rhyme or reason. Additionally, you gain 
  telepathy out to a range of 60 feet; the contacted creature does 
  not need to share a language with you to understand you, but it 
  must already understand at least one language.  
   
  HALASTER'S GAME 
  The Mad Mage would be delighted if an adventurer fell prey to 
  chaos phage. Thereafter, Halaster would offer a deal: complete 
  a certain task, while in the slaad form, in return for a wish spell 
  cast to reverse their transformation.  
  The Mad Mage offers a wish in return for completing any of 
  the following challenges; only one character can complete one.  
  • Winning a kiss from either of the Horned Sisters of L9.  
  • Slay the bone devil in Area 47 of L9. 
  • Strike a foul deal with Wormriddle the night hag of L9.  
  • Slay Vlonwelv Auvryndar of Muiral's Gauntlet, L10. Halaster 
  has long since sought her death. 
  • Force Muiral the Misshapen of L10 to look at himself in a 
  mirror.  
  • Be swallowed by the behir of L11, after which the character 
  will pass through the creature's digestive system alive and 
  emerge in their original form. Halaster remarks it will be a 
  "transformative experience, to say the least." 
  • Venture to Skullport and topple the Xanathar Guild (if it hasn't 
  already fallen) and oversee the reconstruction of the retaining 
  wall's hoist so as to restore Skullport's trade route to the 
  outside world. The Mad Mage hungers for more fools to 
  pluck and plant into his foul games.  
   
   
   
  GREEN SLAAD 
  Characters that can cast spells of 3rd-level or higher that are infected 
  with chaos phage become green slaad instead of red. They gain the 
  following racial traits, in addition to other slaad traits: 
  Innate Spellcasting. You can innately cast several spells, using your 
  Charisma as your spellcasting ability modifier. These spells are: 
  At will: detect magic, detect thoughts, mage hand 
  2/day each: fear, invisibility (self only) 
  1/day:  fireball 
  Hurl Flame. You gain a special ranged spell attack using your 
  Charisma as your spellcasting ability. It has a range of 60 ft., & 
  deals 3d6 fire damage on a hit. The fire ignites flammable objects 
  that aren’t being worn or carried.  
  
   
  96 
  AREAS OF NOTE 
  The following areas are of note:  
   
  1. PRECIPICE 
  The air grows humid, thick. Sweat clings to you like a 
  desperate child. Insects buzz in the distance, growing 
  louder by the second. Finally, the tunnel ends at a 
  precipice overlooking an entire marsh. 
  You're not even surprised at this point.  
  When characters clamber down the mucus ladder, secretly roll 
  their Constitution save for them, so as to keep the surprise 
  intact. When a character fails its DC 13 Constitution saving 
  throw, read: 
  Some sort of noxious mucus coats the rope. Your stomach 
  turns and your fingers freeze. All your nerves fire off in 
  one great cataclysm before falling silent. You go crashing 
  into the muck below!  
   
  4. DANGEROUS SHRUBBERY 
  The cavern narrows into a twisting tunnel dimly lit by 
  luminescent ferns. A ledge about twenty feet up overlooks 
  the area. The muck's thicker here and it's at your ankles. 
  Your boots squelch loudly as mosquitos dive-bomb for 
  your supple flesh.  
  The ledge's wall, you notice, is stained red—and 
  directly below that stain, a severed leg sticks out from the 
  muck. Finders keepers, right? 
  Alternatively, replace "Finders keepers, right?" with Halaster 
  telepathically whispering, "Hey, free leg." 
   
  4A. FINAL REST OF THUBID DUSKAXE 
  You clamber up onto the ledge to an old, ashen campsite. 
  A duergar's corpse lies sprawled across a bloodied 
  bedroll, his leg ending in a jagged stump. A leather satchel 
  is draped across his chest.  
  Add a compass to Thubid's corpse, since his journal mentions 
  cardinal directions. Halaster can screw with it whenever he so 
  desires—Undermountain's magnetism is under his control. 
  Out from Under the Rod. This area can foreshadow the 
  nagas' true intentions through Thubid's journal. 
   
  4B. SHAMBLING MOUNDS 
  When the shambling mounds attack, it's with a spray of mud. 
  Characters within a 5-foot cone in front of two of the mounds 
  must make a DC 12 Constitution saving throw or be blinded 
  until the start of their next turn. 
  Read the following text when the attack occurs; only include 
  the first sentence for characters that succeed on a DC 12 
  Wisdom (Perception) check. 
  The ferns, those luminescent, glowing ferns, continue to 
  wave, to twitch… but there is no breeze in this cavern. 
  The mud swells—bursts!—as a mound of twisting vines 
  erupts from the muck, crowing like an angered beast! 
   
  5. DRY CAVE 
   
  THE BLACKTONGUE BREAKOUT 
  If the adventurers never caught the bullywug sentries of Area 1 
  and they take a rest here, the bullywugs raid the cavern two 
  hours later. The frogfolk rely on ordinary toads to scout the cave 
  (utilizing their Speak with Frogs and Toads trait). With a 
  successful DC 16 Wisdom (Perception) check, a character on 
  watch notices a handful of toads hop into the cavern. The toads 
  meander about for a bit until all but one leaves.  
  Over the next hour, 2d4+2 bullywugs with two giant frogs 
  prepare their attack. The toad left inside the cavern begins to 
  croak to signal that the adventurers are still there and how many 
  are sleeping. The raiders seek to enslave the characters, not kill 
  them. They take any incapacitated characters to A19. 
   
  6. REFLECTIONS 
  Finally, a speck of dry land in this sea of muck and brine. 
  Ruins dot the island, a temple perhaps, judging by the 
  cracked dome and the lone statue left behind.  
  As you squint at the island, scanning for danger, a blue 
  light passes through the ruins, casting an eerie glow across 
  the shattered stone. 
   
  NIGHTMARES 
  Dendar's cursed nightmares are also prophetic. Use the text 
  below to describe the first nightmare a creature receives. It is 
  reminiscent of Area 10A, the Venom Pool: 
  The world itself is an endless black vista. Days pass in this 
  void as you wander about, calling out feebly for aid, for 
  water. The desert in your throat cannot be quenched; it 
  grows only drier, scratched sharper by every swallow. 
  You lick your cracked lips, desperate… and as the 
  shadows part, you find yourself before a verdant pool of 
  sweet water.  
  Like an animal, you hurl yourself before the pool, 
  mindless in your need to drink, and drink, and drink… But 
  your veins—they bulge, they screech as venom rages 
  throughout your body. Your nerves sizzle, they freeze, but 
  alas, you do not die. You can never die, only twitch in this 
  agony as the paralysis leaves you as a vegetable until the 
  End Times. Death is a mercy you can only pray for now. 
   
  7. WARDED CAVERN 
  In addition to the glyph of warding (cloudkill) spell present, the 
  tunnel leading to Level 9s is hidden by an illusory wall. A 
  character must succeed on a DC 16 Intelligence (Investigation) 
  check to see through the illusion; otherwise, it looks as if the 
  cavern naturally ends there.  
  The bullywugs know the truth, however: a frog once hopped 
  through the wall, suffered a mental breakdown, and an itinerant 
  bullywug gleaned enough from the incident to investigate 
  himself. He succumbed to the cloudkill poison later on, but not 
  before revealing to his companions that something lies beyond 
  the cavern.  
   
   
  
   
  97 
  8. DWEOMERCORE HIDEOUT 
   
  ROLEPLAYING KARSTIS 
  Karstis gapes with insecurities. He hears a slight in every 
  sentence and sees threats to his status no matter where he goes. 
  Regarding his current assignment, the mage cannot help but 
  wonder—fear—if this is a test of his abilities or the headmaster 
  writing him off as a failure. He therefore simultaneously resents 
  his lot and is zealously devoted to it. He's terrified of anything 
  that could jeopardize his success. 
  If threatened but denied retreat, Karstis offers information in 
  return for his life. He can say any of the following: 
  • “I was sent here from Dweomercore, the Mad Mage's wizardly 
  academy! Spare me and spare yourself the wrath of Halaster 
  Blackcloak!" 
  • “The king of the bullywugs—those wretched frogfolk—is 
  under a guise. It's actually a slaad summoned by the Mad 
  Mage to rule over the scum. Only if it defeats the nagas' will 
  it be free to return to Limbo."  
  • “Before the bullywugs came, Slitherswamp was inhabited by 
  yuan-ti—until they were annihilated by the nagas. Alas, those 
  Sseth-loving bastards took one to the grave with them: a naga 
  by the name of Hexacali. Its animated bones yet hunt these 
  caverns with no other outlet for the pain of undeath but to kill 
  and maim." 
  • “Dweomercore lies beneath this earth—spare my life and I 
  will take you there! Halaster Blackcloak himself presides 
  over our academy as the headmaster!" 
   
  OUT FROM UNDER THE ROD 
  During Act II, the Ssethian Scourges order the adventurers to 
  apprehend Karstis. The nagas slobber at the very thought of 
  adding an experienced mage to their stable of thralls.  
  The party is joined by another thrall: either Grel Momesk 
  (human champion), Dirzanna Freth (drow elite warrior) or 
  Xirk Dezpeti'il (male drow elite warrior), if he's fallen prey to 
  the rod of rulership. This additional thrall was sent not for 
  firepower, but to keep an eye on the adventurers, in case some 
  are secretly free from the rod's control.  
   
  9. TEMPLE OF THE GREAT SNAKE 
  Black ruins dominate this place—a temple of sort. Its 
  doors have long since been cast down to the muck and 
  mud. Emerald light flickers across the waters, bounces off 
  the stones. You hear a low humming—a woman's voice. 
  The hymn she sings you cannot tell, but her ethereal voice 
  is haunting. 
  Roleplaying Yoastal. Death has done wonders for Yoastal's 
  already keen mind and quick tongue. If she intuits that the 
  adventures are motivated by greed instead of altruism, she 
  insists that the nagas have treasure galore in their lair. She also 
  promises a boon from "Mask," her deity—alas, this is a lie that 
  can only be detected by magic or a DC 22 Wisdom (Insight) 
  check; the yuan-ti is ever cunning.  
  Draw on the following sample dialogue:  
  • “Mine is a curse. So long as the Ssethian Scourges remain, I 
  can never find peace. If you have a heart, destroy these 
  wretched serpents.” 
  • “For refusing to bow down, the Scourges slaughtered my 
  people and made a mockery of our deity. The sorest of tyrants 
  they are: that which they cannot take must be destroyed.” 
  • “Beware the serpents’ bewitching tongues. Already they've 
  tricked countless fools.” 
  • “Once the serpents numbered three: but during our last stand, 
  my people cursed the worst of the nagas to a fate worse than 
  death. Hexacali was its name, may it wallow in undeath for 
  all eternity.” 
   
  10. RAINFALL CAVERNS 
   
  10B. HISSING STONE 
  The cavern is abuzz with an ophidian hiss—it's as if there 
  are snakes lounging in your head. Disoriented, your eyes 
  narrow upon the cause: from a pool of water juts a twisted 
  stone whose waterworn patterns resembles a swarm of 
  snakes. The stone—it's hissing.  
  When a character touches the hissing stone, read: 
  A sibilant whisper slithers into your mind, caressing your 
  spine with a lover's touch. "Speak for truth and truth shall 
  be delivered. Speak for favor and find only ruin."  
   
  OUT FROM UNDER THE ROD 
  If the adventurers are in Act II of OUR, they may be sent here 
  to recover some thralls that resisted the rod of rulership and 
  escaped Area 15. Unless they were slain, these characters are 
  Agorra Duskaxe and Dirzanna Freth, a duergar & drow elite 
  warrior respectively. The party's orders are to return these two 
  alive and intact.  
  Dirzanna. Paralyzed by a tripwire trap coated with carrion 
  crawler mucus, Dirzanna lies sprawled before the Venom Pool. 
  She hungers to return to her house on the twelfth level of 
  Undermountain. In this state, she has been humbled, but still her 
  fiery spirit lurks beneath this trembling demeanor. 
  Agorra. While making their escape, Agorra and Dirzanna 
  blundered through Hexacali's lair (see A16). The bone naga 
  ripped a chunk of flesh from her arm; she's since bandaged the 
  wound but its prone to infection. Dirzanna has promised her 
  safe harbor with House Freth if the two make it to their 
  stronghold. With no other option, the morose dwarf has agreed.  
  When the adventurers arrive, Agorra is the only character 
  capable of speaking; she begs for mercy ("or a quick death—
  anything but a life in chains"). She'll fight to the death rather 
  than go willingly back to the nagas.  
   
  11. WATCH POST 
  Even the dumbest of fools know that you catch more flies with 
  honey. The drow stationed here do not attack first. Whether you 
  run OUR or not, they would instead send characters towards the 
  spirit nagas’ lair. What use are corpses or wounded characters 
  to the Ssethian Scourges? Using this, read the following: 
  "Halt! If you can understand this tongue, then go no 
  further! Beyond is the lair of our lords! If you wish for 
  peace come hither! If you come for war... You'll find it 
  here in abundance." 
  If you’re running OUR, it is imperative that the drow try to lure 
  the adventurers towards the lair, even if it requires one leaving 
  their post. As noted in Act I, Grel Momesk of the Gentlemen 
  Bastards can be found here.  
   
   
   
  
   
  98 
  12. FISHERY 
  The adventurers might be assigned to fish here during Act II of 
  OUR. They make hourly Wisdom, Intelligence, or Dexterity 
  checks to fish (representing the three pillars of fishing). Go 
  nuts. There’s a 10% chance each hour that 1d6+1 bullywugs 
  attack. If defeated, the attacks cease for at least four days.  
   
  13. DETENTION CAVE 
  Never let it be said that even the deepest caves beneath 
  the earth can't be home to mirth and music—for here you 
  hear a man singing in Elvish to the tune of rattling chains.  
  Xirk Dezpeti'il, a drow elite warrior, is passing time until near-
  dawn. His wrists ache, his throat is parched, but still he sings, 
  knowing that soon enough the thralls will come to take him off 
  to "Sibilant Mass" as he calls it, when the nagas will subject 
  him to their "lordly instrument." 
  Xirk has a passive Perception of 14; once he hears the 
  characters approach, or if they enter his line of sight, he calls 
  out to them. Read: 
  "You there!" the man calls. "Have you your own will or 
  have the serpents robbed you as well? If you don't… I, 
  uhh, I too love our dearest serpentine lords! I have seen 
  the light! Heard the music! Come forth, o' brothers, free 
  me so that we may please our ophidian overlords! Come, 
  bastards, so we might not waste yet another minute!" 
  Xirk is a playful, mischievous knife of a man. On the surface, 
  he would do well as a swashbuckler or conman, but here in the 
  depths, he's resigned to this fate. He technically serves under 
  House Freth's banner (see L12) but holds no particular loyalty 
  to them. He'd rather strike out on his own or escape Under-
  mountain altogether. 
  Xirk's true worth is his knowledge of Slitherswamp, which 
  he promises the adventurers if freed. Use the following sample 
  dialogue: 
  • “Slitherswamp is infested with frogmen whipped by a tyrant, 
  and thralls—mostly my own people—enslaved to the will of 
  nagas through some sort of artifact—a lordly instrument that 
  bends the very mind." 
  • "Every day—at dawn, I assume—the serpents gather the 
  thralls to quickly subjugate them with the artifact. Those that 
  resist, like myself, are chained or slain. Fortunately, I'm too 
  pretty to die, and they know it."  
   
  15. LAIR OF THE SPIRIT NAGAS 
  If the adventurers are escorted by the nagas' thralls, they're not 
  met with any hostility. If the party instead had to cut their way 
  through, the nagas still attempt to parley with them, if only to 
  wait until the rod of rulership is ready to enthrall these curs. 
   
  15A. ARENA 
  When the adventurers first arrive to this area, two thralls are 
  fighting (to the death, as it will become apparent). Both thralls 
  are drow. Read the following: 
  The clash of steel echoes across the marsh. Water splashes 
  as two drow battle with broken blades: parry, dodge, 
  parry, strike—the steel bites deep, drawing red. The 
  wounded drow cries out but before the next blow can be 
  his last, the elf trips his foe. 
  One drow inevitably triumphs over the other, as the adventurers 
  will see if they linger until the battle's conclusion. The victor 
  explains that the other deserted their duty to the Ssethian 
  Scourges and faced trial by combat as punishment.  
  Out from Under the Rod. The adventurers may be forced to 
  fight in the nagas' arena. Often this is a punishment reserved for 
  disobedient thralls. The adventurers may end up as the punished 
  or the punishers.  
   
  15B. NAGA THRONES 
  After initially meeting the nagas in A15C, future interactions 
  often occur here instead. The Ssethian Scourges prefer the 
  aristocratic air of their thrones.  
   
  OUT FROM UNDER THE ROD 
  The adventurers are welcomed if they arrive with an escort. 
  Word reaches the nagas and the serpents move from Area 15C 
  to 15B, preferring to welcome the party from their thrones. By 
  happenstance, the rod of rulership is nearly recharged, and the 
  Ssethian Scourges will delay the visitors' arrival (and departure) 
  until it's ready.  
  Roleplaying the Nagas. Normally haughty when dealing 
  with "lesser" creatures, the nagas keep their egos in check and 
  remain civil. After welcoming the party, the nagas extend every 
  courtesy, even inviting them to feed, rest, and bathe in the 
  nagas' demesne. They paint their conflict with the bullywugs as 
  one of necessity, claiming that the last evils of the vanquished 
  yuan-ti still influence the frogfolk, and that their cruel overlord 
  ("the so-called Lord of Fetid Obliteration") is pushing them to 
  greater depravity.  
  The Rod Recharges. The nagas successfully run out the clock 
  and can sense that the rod is about to recharge. Their thralls 
  immediately arrive, having been conditioned to report to this 
  area every day. This throng consists of two trolls, two drow 
  elite warriors, 2d6+1 drow, 1d4+3 duergar, and the human 
  champion Grel Momesk. The thralls block all exits and will 
  repel any who try to escape. When they arrive, emphasize to 
  your players that these servants show no aggression; if asked, 
  the nagas say it's time for "the orders of the day." Let the 
  dialogue continue a little while longer—then roll initiative. 
  This gives the adventurers one chance to push through the 
  throng of servants if their initiative is higher than the nagas'. 
  You want to capitalize on the players' confusion and take them 
  unawares—after all, no signs of aggression were shown before 
  this, no? Only if a character succeeds on a Wisdom (Insight) 
  check contested by the nagas' Charisma (Deception) checks 
  should they even have a clue that something is amiss.  
  On their turn, Excrutha uses the rod while Serakath unleashes 
  hold person or any other spell necessary to keep the adventurers 
  from fleeing. The adventurers must make a DC 15 Wisdom 
  saving throw. All players must roll in secret; you don't want 
  them to know who amongst them aren't charmed. 
  Assume that all preexisting thralls fail their saving throw, 
  except for Xirk Dezepti'il, if he's present (see A13 for details). 
  He attempts to escape but is quickly tackled, handcuffed, and 
  led off to Area 13, the Detention Cave. 
  Resistance. If the adventurers resist the rod, the nagas' order 
  their thralls to overpower and imprison them. They themselves 
  can cast hold person as 5th-level spells to paralyze the entire 
  party. The thralls then bind those characters with rope (2 hit 
  points, DC 17 Strength check to burst) and lead them off to Area 
  13 to be imprisoned until the next dawn.  
  
   
  99 
  First Order of Business. If the adventurers fall prey to the 
  rod, their belongings are commandeered for the good of "the 
  homestead." Rations, rope, and other useful tools are added to 
  the homestead's supply while treasure is stored in the nagas' 
  chest in Area 15C. Proceed to Act II of OUR.  
   
  16. LAIR OF THE BONE NAGA 
  As you wade through the otherwise still water, your stride 
  rippling outward, you notice that just below the surface 
  lie bones—enough bones to fill a graveyard.  
  Hexacali prefers to watch as its prey blunder through its lair, 
  slithering amongst the bones beneath the surface. As noted in 
  DotMM, when it attacks, creatures that fail a DC 15 Wisdom 
  (Perception) check are surprised.  
  Tactics. In combat, Hexacali opens up with a hold person 
  spell cast at 3rd level. Against fleeing foes, the naga uses the 
  command spell (demanding they "kneel" or "approach"). If a 
  group of hostile prey are clumped together, it uses calm 
  emotions, rendering them indifferent to its presence, up until 
  Hexacali can put itself in an advantageous position to attack.  
  Roleplaying Hexacali. Pride naturally sours into rage and 
  Hexacali's ego could hardly be matched in life. Now laid low 
  by the yuan-ti, the bone naga's only outlet is to destroy living 
  creatures. During combat, it can shout any of the following: 
  • “All was mine and it shall be again!” 
  • “You know nothing of pain, of loss—yet!" 
  • “The serpent never spares the hare but lets it play 'til it's time 
  again to feed. Come, hares. Come!" 
  • “This is my kingdom—and I will see it turned to ash before 
  creatures so low as yourself take it!” 
   
  17. BATTLEFIELD CAVERN 
  As the warfront between the bullywugs and nagas, this cavern 
  is strewn with traps and other hazards, making it a veritable No-
  Man's Land. Whenever the adventurers pass through here, 
  they're liable to blundering through any of the following traps. 
  As the traps are obscured by two feet of mud or murky water, 
  the DC to notice a trap is 16.  
  Bear Trap. When a creature steps on the trap, it makes an 
  attack roll (+8 to hit, 1d10 piercing damage on a hit). The trap 
  is spiked into the ground and reduces the speed of the creature 
  to 0. To open the trap requires a DC 15 Strength check. 
  Crossbow Trap. An enthralled drow rigged this trap on behalf 
  of the nagas. When a creature crosses the tripwire, the crossbow 
  fires from a nearby shrub (+6 to hit, 1d8 piercing damage). The 
  bolt is coated in drow poison, subjecting the creature it hit to a 
  DC 13 Constitution saving throw. On a failure, the creature is 
  poisoned for 1 hour; if the save is failed by 5 or more, the 
  creature is also unconscious while poisoned this way.  
  Pit Trap. The bullywugs dug a five-foot-wide, ten-foot-deep 
  pit and stretched a net across its surface, weighing it down with 
  stones. Its entrance yawns beneath the water. Characters that 
  blunder into it crash through the water and are restrained by the 
  weighted net until a creature uses an action to make a DC 14 
  Strength (Athletics) check to rip it apart.  
   
  17B. DEATH OF A NAGA 
  When the adventurers set foot on the island, read: 
  The past has come alive: spirits wage a desperate battle 
  against some ethereal serpent on the island. Its scales 
  shimmer with a ghastly light—a light that envelopes you! 
  You will it away but to no avail!  
  The world flashes white and you find yourself in the 
  spirits' place. Your arms are scaled, your tongue forked. 
  The serpent—the naga Hexacali, your sworn foe—opens 
  wide! Venom drips like rain as it lunges!  
   
  19. YUAN-TI TEMPLE 
  This temple is the seat of Kuketh's power, but the death slaad 
  only visits during Act II of BB. If you aren't running BB, 
  Jocelyn, Perlos, and Ilinar of the Gentlemen Bastards are in 
  A21B instead of here.  
   
  THE BLACKTONGUE BREAKOUT 
  Act II plays out in this area. The latter encounter, Escape from 
  the Temple of Sseth is described below.  
  Before the Breakout. By happenstance, Hyin, the blue slaad, 
  is nearby when the prisoners make their escape. Kuketh and its 
  pet hydra are likewise on their way. Their escape sparks a four-
  wave assault, culminating in Kuketh's arrival. The adventurers 
  must hurry, for who knows how long until Kuketh returns—but 
  to rush naked into Slitherswamp is suicide, so they must first 
  find and recover their gear, which is hidden in A19C.  
  Waves. The prisoners start this encounter in A19D. As the 
  guards change, or when Hyin approaches the chamber, have 
  characters roll to overcome their bonds. The waves are at least 
  1d4 rounds apart and described below: 
  • Hyin (blue slaad) and two bullywugs are in A19C and can be 
  surprised. The sound of combat alerts outside forces who 
  immediately sound the alarm.  
  • Four bullywugs attack from A19B while Torbit (a bullywug 
  assassin) drops in from a hole in the ceiling with two more 
  bullywugs at his side.  
  • Five bullywugs in A19A attempt to hold back the prisoners 
  by peppering them with arrows or otherwise blocking their 
  escape. Their arrows are coated with carrion crawler mucus. 
  • Kuketh, a death slaad, and its hydra arrive just in time for to 
  stop the characters from escaping or for prisoners to find and 
  don their stolen armor. See A21 for Kuketh's tactics.  
   
  Aftermath. Once Kuketh and its hydra are slain, progress into 
  Act III. The Gentlemen Bastards either attack immediately or 
  bide their time—whichever you see fit. If infected with chaos 
  phage, they're desperate.  
   
   
   
  THE BLACKTONGUE BREAKOUT: DONNING ARMOR 
  The adventurers may be tempted to immediately flee the Temple of 
  Sseth, but what of armored fighters? They'll either have to abandon 
  their gear, carry it, or spend precious time donning it. By opting for 
  the latter, hold them to this time constraint; the final wave can be 
  delayed just long enough for the characters to don their armor, but 
  not so for the first three.  
  Light Armor: 1 minute 
   
  Shield: 1 action 
  Medium Armor: 5 minutes  
  Heavy Armor: 10 min. 
  
   
  100 
  20. BLACKTONGUE ISLE 
  Non-bullywugs will be hard-pressed to cross the deep waters 
  surrounding Blacktongue Isle. While swimming, they're liable 
  to attacks from giant toads which drag them into the depths  
   
  OUT FROM UNDER THE ROD 
  During Act III, the nagas send their thralls to wipe out the bully-
  wugs. See Act III for details on these forces. Their orders are to 
  wipe out the entire Blacktongue tribe, including the younglings 
  and especially the unhatched eggs within the spawning pool.  
  Genocide. The drow, for the most part, can tackle the twenty-
  five bullywugs on the isle, sparing you and your players the 
  time it would take at the table to fight through them. Only two 
  groups consisting of four bullywugs and two giant frogs apiece 
  assail the adventurers as they storm the island.   
  Infanticide. The adventurers find the younglings cowering in 
  a hovel on the north side of the isle, defended by one bullywug 
  matron armed with a spear. The eggs and tadpoles can be slain 
  if the spawning pool is violently heated (such as if 50 points of 
  fire damage is hurled at the pool) or the net strung across the 
  opening is cut down, opening the pool to invasive fish that will 
  devour the tadpoles and eggs if given time.   
  If the adventurers are of a Good alignment, they're sure to 
  hate themselves after the rod of rulership no longer has them in 
  their grasp.  
   
  21. LORD OF FETID OBLITERATION 
  Infused with the very essence of the Negative Plane, the death 
  slaad is a terror on the battlefield. On the second round of 
  combat, the hydra's heads surface behind the adventurers in 
  Area 21A to block their retreat.  
  Tactics. Kuketh employs these tactics in battle: 
  • If Kuketh has heard the carnage outside and knows invaders 
  are coming, the slaad shapechanges into that of a bullywug 
  youngling or casts invisibility until it knows whether these 
  visitors can be parleyed with.  
  • Kuketh opens with a spell of fear or, when faced with many 
  melee combatants, casts fly.  
  • On its second turn, Kuketh unleashes a fireball against the 
  invaders, even if it would include him in the blast; he has fire 
  resistance, after all.  
  • Once it's out of fireball spells, Kuketh draws its greatsword 
  and attacks, relying on the fly spell to reach weaker foes.  
  • Kuketh can move from 21B to 21A, but to do so would give 
  the invaders the high ground. By remaining on the ledge, it 
  traps them between it and the hydra. 
  • If the invaders find the secret door to 21C and barricade 
  themselves therein, Kuketh casts cloudkill to smoke them out 
  of their hidey hole.  
   
  OUT FROM UNDER THE ROD 
  With Kuketh slain, the thralls must return to the nagas' lair to 
  await further orders. The adventurers may find themselves still 
  trapped by the rod of rulership.  
  If you don't run The Blacktongue Breakout, the other Bastards 
  are here rather than A19, bound and dazed. Kuketh has been 
  torturing them for days. The sight of his battered comrades is 
  enough to allow Grel Momesk to repeat his saving throw 
  against the rod. If he fails, he brings his comrades back to his 
  ophidian overlords, possibly trapping them in the same prison.  
   
  EPILOGUE 
  The adventurers progress half-way to 11th-level for finishing 
  this level. Choose one of the send-offs below to cap-off your 
  gaming session.  
  The Gentlemen Bastards. If the adventurers didn't become 
  involved in BB or OUR, it's up to you as to whether the Bastards 
  survive. Per the Companion, they can show up again later in the 
  campaign: on L20, where they also attempt to steal the lich 
  Ezzat's phylactery for the two genies on L19; and possibly even 
  L23, where you can write into your campaign that they too are 
  victims of Halaster (specifically as failed contestants on his 
  transplanar game show, Dungeon of the Mad Mage).  
   
  THE STANDARD SEND-OFF 
  "Good riddance" is the only sentiment you can conjure as 
  this wretched chapter comes to a close. What else has 
  Halaster Blackcloak stuffed in the dim halls beneath the 
  mountain? A desert? An ocean? The very sky? And for 
  what other point but entertainment or sadism?  
  As the tunnels slope downward, once again you 
  question your purpose in this blasted dungeon and long 
  for the days when you could feel the wind on your skin.  
   
  THE HOST'S SEND-OFF 
  The Mad Mage's voice comes in the form of a light that 
  shimmers off the murky waters, splashing straight into 
  your mind: 
  "Nothing matters," Halaster whispers. "Nothing 
  mattered, nothing will ever matter. Your efforts, your 
  struggles—meaningless. The wheel yet turns and 
  Slitherswamp will never truly be free, for that which 
  cannot die shall only return more deranged than ever 
  before. Those that return from the grave are less for it and 
  instead ravenous for a true end. No creature's sanity can 
  survive a sight so harrowing as what lies beyond this life." 
  Halaster strikes a jovial tone: "How much more can our 
  contestants take? How soon until they crack? Friends, 
  fiends: find out next time on Dungeon of the Mad Mage!"  
   
   
   
  
   
  101 
  LEVEL IX: DWEOMERCORE 
   
  "Death—or worse, expulsion—awaits those that refuse the call of the cold fire!" – the Headmaster  
   
  QUICK NOTES 
  • 
  This level—essentially evil Hogwarts—is ostensibly a 
  story-driven chapter, especially if the adventurers stay a 
  few days, with the headmaster's permission.  
  • 
  If an adventurer is admitted to Dweomercore as a student, 
  even if only temporarily, then the vast majority of L9's 
  inhabitants do not attack the party, unless provoked.   
  • 
  Many special events have been written for this level, as it's 
  a story-driven chapter. See Areas of Note.  
  • 
  Karstis, the Dweomercore mage of Level 8, may have been 
  encountered by the party. If he yet lives, he might return to 
  the academy at your discretion. Add him to any of the 
  events of this chapter if you so wish.  
  • 
  There are scant few magic items in this magical academy. 
  A few have been included. Additionally, seed it with as 
  many common magic items (see XGE) as you wish.  
   
  INVOLVING MARTIAL CHARACTERS 
  This level could be a bore for martial characters if their resident 
  spellcaster joins the academy for a few days. To involve them 
  in the plot, consider the following methods: 
  • The warriors accompany the resident spellcaster as their body-
  guard, like many of the other students here. Even Halaster 
  himself kept a bodyguard (Muiral the Misshapen).  
  • The characters can skulk about; the wizards pay them so little 
  notice, they're practically invisible.  
  • Dweomercore is always on the lookout for robust, tenacious 
  test subjects the students can spar with or test out spells on. 
  These characters can expect a nice sum for their trouble.  
  • The character can attend lore lectures, learning anything from 
  arcane theory to xorns. They might learn about secrets or 
  even whole levels of Undermountain.  
   
   
  THE ACADEMY REVAMPED 
  Dweomercore, which already brims with potential, has been 
  overhauled. It is now much more than an academy with eight 
  students and a few faculty members. The following changes 
  have been made: 
  • The student body has been vastly expanded and organized into 
  Houses that better fit their nature.  
  • The entrance exam is now to slay the bone devil.  
  • The student body knows there's more than meets the eye with 
  Spite Harrowdale; they just don't know what exactly. 
  • The students, staff, and other intelligent creatures of the 
  academy do not attack the adventurers on sight and instead 
  assume they're invited guests. Why would brilliant wizards 
  even attack when outnumbered? 
  • Murder is expressly forbidden in the academy—so long as the 
  perpetrator doesn't get caught. All quarrels are to be resolved 
  through fisticuffs, words or a spell duel (see the Have at Thee, 
  Cur! special event.). Murderers face petrification, mutilation, 
  death—or worse, expulsion.   
   
  THE ENTRANCE EXAM 
  The entrance exam presented in DotMM is underwhelming to 
  say the least. Instead, since the academy is "at capacity," the 
  headmaster informs any would-be students that they will only 
  be admitted if they prove themselves against the bone devil of 
  Area 47. An "extraordinary display of talent" is necessary.  
  By facing this hurdle now, it gives the adventurers a chance 
  to shine and earn the ire of the upperclassmen, who, otherwise, 
  would have demonstrated their might by tackling the devil. It 
  also clears up the way to Level 10, allowing the party to move 
  on quickly if they don't stay here for a while. 
  If the candidates kill the devil, they are placed into House 
  Kestellharp by the Arbiter Cap (see below). 
   
  UNDERCLASSMEN 
  The student body has been expanded to include an additional 
  32 mages and 63 apprentice wizards (whom are legacies: 
  descendants of people Halaster owes a favor to) of varying race 
  and prowess. These additional NPCs are merely fodder you can 
  use for whatever fell purpose: filling out a lecture, passing 
  through the halls, dying, applauding or jeering at spectacles—
  the works. In this fashion, you need not be bogged down by 
  additional NPCs to manage, but can draw on them for whatever 
  you need. These characters are effectively noncombatants.  
  The underclassmen dormitories exist in pocket dimensions 
  and are divided by their respective houses (see below).  
   
  UPPERCLASSMEN 
  The eight students described in DotMM are now upperclassmen 
  of Dweomercore, having proved themselves over the years. 
  Their former classmates have all either died or disappeared. 
  Make no mistake, these star pupils, are nothing more than 
  emotionally-stunted prima donnas. Their catty relationships are 
  described in the chart below.  
   
   
  
   
  102 
   
  Class Rankings. As the senior class of Dweomercore, the 
  upperclassmen are continuously ranked by the headmaster. 
  Their scores may rise or fall for seemingly arbitrary reasons. 
  The truth is that the rankings don't matter, but the academy is 
  steeped in the commonly held superstition that only the top 
  three can graduate and all others are subject to the Mad Mage's 
  torment for decades to come. Thus, the upperclassmen will do 
  anything to improve their rank and foil their classmates'. They 
  also cannot hide their dismay when the adventurers arrive, 
  fearing new spellcasters may be thrown into the mix.  
   
  HOUSES 
  To honor the Seven (the Mad Mage's original apprentices that 
  came with him to Undermountain) the student body is divided 
  into seven houses that better fit their nature and talents—or so 
  they're led to believe.   
  The Arbiter Cap. New students are welcomed in a fantastic 
  celebration ending in a grueling session with the Arbiter Cap. 
  The Cap is a loud-mouthed sentient magic item that, when 
  worn, can analyze its wearer. It then often spews out that 
  character's deepest insecurities and gaping flaws to all those that 
  can hear—just utterly roasting the poor bastard. Thereafter, it 
  designates the student's house, determined by their personality.  
  Dorms. The living quarters of each house is located in a 
  pocket dimension. Only the upperclassmen enjoy their own 
  earthly dormitories, described in Areas 8 and 11. 
   
   
  UPPERCLASSMEN  
  Rank Character 
  Statistics 
  Area 
  1 
  Spite Harrowdale 
  NE Human archmage 
  6 
  2 
  Cephalossk 
  LE Mind flayer arcanist 
  7 
  3 
  Elan Tanor'thal 
  NE Drow mage 
  13 
  4 
  Violence 
  LE Tiefling mage 
  14 
  5 
  Skrianna Shadowdusk CE Human mage 
  38 
  6 
  Turbulence 
  LE Tiefling mage 
  17 
  7 
  Nylas Jowd 
  NE Human mage 
  16 
  8 
  Karstis (see Level 8) 
  LE Human mage 
  L8 
   
  HOUSE ARCTURIA 
  Named after perhaps Halaster's most ambitious apprentice, 
  House Arcturia is for those that aren't satisfied with their current 
  status—whether it be physical, social, or magical. House 
  Arcturia often dominates the school's politics, driving them into 
  deep conflicts with Houses Nester and Nyghtsteel.  
  Symbol. A skeletal hand represents House Arcturia. Its 
  forefinger has flesh; its middle finger is clawed; the ring finger 
  has been bitten off; its pinky is a rusted key; and its thumb is a 
  pristine wand.  
  Dorms. The entrance to House Arcturia's private quarters is 
  located across the door to the Transmutation Classroom, Area 
  34. Throughout its years, Dweomercore has held transmutation 
  classes in several locations; the doorway to House Arcturia's 
  quarters always materializes without fail. To open it requires 
  casting a transmutation spell while within 5 feet of it.  
  Star Pupil. Spite Harrowdale is the unequivocal champion of 
  House Arcturia. All its members chafe under the shadow of this 
  12-year-old boy, though many suspect there's more than meets 
  the eye.  
   
   
   
  THE 
  HEADMASTER 
  Arcanaloth 
  CEPHALOSSK 
  House Muiral 
  SKRIANNA 
  SHADOWDUSK 
  House Rantantar 
  VIOLENCE 
  House Nyghtsteel 
  TURBULENCE 
  House Nyghtsteel 
  SPITE 
  HARROWDALE 
  House Arcturia 
  ELAN 
  TANOR'THAL 
  House Trobriand 
  KARSTIS 
  House Nester 
  (On Level 8) 
  NYLAS JOWD 
  House Nester 
  "DUMARA" 
  KUMAR 
  Oni Bodyguard 
  SHIELD 
  GUARDIAN 
  Bodyguard 
  YAREK 
  Deceased 
  Idiot 
  Knows true 
  identity 
  Guards 
  Guards 
  Hungers for 
  brain 
  Seeks revenge 
  against 
  BONE 
  DEVIL 
  Summoned 
  Must slay to 
  complete deal 
  
   
  103 
  HOUSE MUIRAL 
  "House Pariah," as it has been famously known, is named after 
  Muiral the Misshapen, the former bodyguard of the Mad Mage 
  that turned his godly-given form into a monstrous half-man, 
  half-scorpion abomination. The Arbiter Cap places outcasts and 
  insecure individuals into this house. Its members are disjointed 
  and rarely interact with each other. Whenever Muiral guest 
  lectures at the academy, House Muiral conveniently has the flu.  
  Symbol. House Muiral is represented by an eight-fingered 
  fist, one of which is tipped with a ghastly claw. It's set upon a 
  violet field.  
  Dorms. House Muiral's frigid quarters can be entered through 
  a mirror in the hallway outside A7. Confronting their reflections 
  is a daily challenge they must face to enter their quarters.  
  Star Pupil. Cephalossk the mind flayer is the head of House 
  Muiral in all but name—though that amounts to little influence, 
  given how reluctant its students are to even look each other in 
  the eye.  
   
  HOUSE NESTER 
  Shame has befallen House Nester ever since its founder failed 
  to achieve lichdom—a failure that hounds its members day and 
  night. Nester himself yet remains in the academy, teaching the 
  foul art of necromancy. He delights in embarrassing and 
  tormenting House Nester students that don't meet his exacting 
  standards. Sadists petrified of death and pain are often hurled 
  into this house.  
  Symbol. House Nester's symbol is, unsurprisingly, a spectral 
  skull floating above a tombstone.  
  Dorms. House Nester's abode can be found in Area 3, south 
  of the medusa statue.  
  Star Pupils. Nylas Jowd is House Nester's most esteemed 
  student with Karstis a close second.  
   
  HOUSE TROBRIAND 
  Devoted to innovation above all else, members of House 
  Trobriand are derisively called "metal heads," after their 
  founder, Trobriand the Metal Mage. The Arbiter Cap tends to 
  place those mad or adventurous enough to experiment with 
  magic in this house.  
  Symbol. House Trobriand is represented by a steel scorpion 
  on a gray field. 
  Dorms. The entrance to House Trobriand's dorms is hidden 
  in Area 32, the Steel-Sheathed Hall.  
  Star Pupil. Elan Tanor'thal leads House Trobriand, though he 
  shelves most administrative work off to his deputies, preferring 
  to focus solely on his studies. Members of his house obey his 
  infrequent demands but never trust him to have their back. 
   
  HOUSE NYGHTSTEEL 
  Named after Marambra Nyghtsteel, this House symbolizes the 
  cultivation of raw power. The Arbiter Cap places individuals 
  that hunger to prove themselves to their peers, detractors, and 
  even the world, into this house. Bullies and those that wield 
  their arcane power as a cudgel are also placed here.   
  Symbol. House Nyghtsteel is represented by a violet flame 
  within which lightning dances.  
  Dorms. All members of House Nyghtsteel carry a small 
  trophy of theirs—anything that has been won over competitors, 
  be it a medal, a seal of approval, a wolf's fang, or even a rock 
  won in a schoolyard brawl of one's youth. To enter their 
  dormitories, these members must place their trophy in the 
  empty trophy case of Area 19, which then teleports them and it 
  to their dorms.  
  Star Pupils. The Horned Sisters, Violence and Turbulence, 
  are House Nyghtsteel's most esteemed students. Underclassmen 
  listen to them less out of respect and more out of fear.  
   
  HOUSE RANTANTAR  
  Its founder devoted to trickery, House Rantantar is crowded by 
  the pride and arrogance of its members. Theirs is a rigid 
  hierarchy where subordinates are expected to obey—but 
  scheme against—their superiors while exacting their frustration 
  on someone beneath them. Every student here comes from 
  nobility or privilege of a sort and chafe under the authority of 
  another. No person in Dweomercore is more miserable or 
  abused than the lowest person on House Rantantar's totem pole: 
  a human mage by the name of Jacob Anderbrood.  
  Symbol. A gnarled wand in a cloud of miasma represents 
  House Rantantar.  
  Dorms. To enter the house's dormitories, one must hurl 
  themselves into the correct alcove in Area 41, sinking into the 
  wall on a success. The alcove changes randomly throughout the 
  day, explaining the chronic frustration and many concussions 
  Rantantar students seem to develop. 
  Star Pupil. Skrianna Shadowdusk dominates the House with 
  a debutante's vanity. All members are expected to treat her as 
  the lady she is—enforced by her shield guardian. They would 
  like nothing more than to see her dead, or better, expelled.  
   
  HOUSE KESTELLHARP 
  This house has lain barren ever since Jhesiyra Kestellharp 
  "abandoned" Halaster so long ago. With the arrival of the 
  adventurers, they are inexplicably thrown into this house.  
  Symbol. Historically, House Kestellharp's symbol has been a 
  wisp in a moonlit wood. The only portrait bearing this has been 
  shredded, found in the house's dormitories.  
  Dorms. After Jhesiyra's disappearance, Halaster did some 
  remodeling of the House's dormitories to symbolize his anguish 
  and disgust: its entrance is in the academy's garbage room, Area 
  9. Characters within there can spot a ladder dipping into the 
  refuse pit. Halfway down is a precarious ledge set before a door 
  that opens upon the House's pocket dimension-dormitories.  
   
   
   
  
   
  104 
  FACULTY 
  Like the student body, assume that the faculty's ranks have been 
  expanded as well. The only instructors you and the party must 
  concern themselves with are outlined below, with exception to 
  Professors Figment and Bring (see Areas 33 & 37 respectively). 
   
  THE HEADMASTER 
  The arcanaloth knows this in its black heart: this is as good as 
  it'll get. Eons of serving two-bit hedge wizards and guarding 
  tombs have led to this duty: masquerading as the Mad Mage 
  while teaching students the secrets of magic. The headmaster 
  loves this post and will do anything to avoid being fired by 
  Halaster—anything to avoid a "lesser" assignment. 
  The Headmaster's Secret. It's of little consequence if the 
  adventurers learn that the headmaster is not the actual Halaster, 
  but it will likely embolden them once they know he isn't here to 
  smack them down. The arcanaloth, for its part, worries that if 
  its secret is learned one too many times, Halaster will fire him.  
  You as the DM want to drop hints that this isn't Halaster, and 
  you can do so with the following tips: 
  • Whenever possible, say "the headmaster" when you narrate or 
  refer to "Halaster." 
  • The arcanaloth is unaware of Halaster's game show, Dungeon 
  of the Mad Mage, so any references to it will go over its head.  
  • No matter what Spite Harrowdale gets up to, the headmaster 
  refuses to punish him. Why? the adventurers must wonder. 
   
  WORMRIDDLE THE NIGHT HAG 
  Wormriddle is a cruel disciplinarian who takes the form of a 
  cheery, old woman chronically dressed in pink. Her voice is so 
  sweet, it's sickening.  
   
  NESTER 
  The Companion has changed Nester from a scatterbrained, 
  shattered archmage to a wicked, sadistic boneclaw (see MToF) 
  that serves Halaster. Necromancy classes have become macabre 
  experiments in agony and death. Nester punishes insolent or 
  failing students with the former, and captives with the latter.   
   
  THE HIGH WIZARD TOURNAMENT 
  Every graduating class of Dweomercore must face the High 
  Wizard Tournament, the ultimate test of their courage, cunning, 
  and wit. The Mad Mage has timed this class's tournament 
  perfectly with the arrival of the adventurers, for he too wants 
  them to compete in these foul games. The headmaster is under 
  strict orders to invite the adventurers to partake, so long as any 
  of them are arcane spellcasters.  
  The tournament is divided into three challenges, described 
  below. Each take the contestants out of Dweomercore for some 
  time. "Halaster" likes to boast that the "tourney" has an 85% 
  mortality rate.  
  Inspiration. Any HP fan worth their salt will recognize these 
  events to have been ripped out of Harry Potter and the Goblet 
  of Fire.  
   
  OVERVIEW 
  The tournament has three challenges, each a week apart. The 
  adventurers are expected to stay in the academy for up to three 
  weeks if they opt in—and once they're in, they're forbidden to 
  leave until they're dead, disgraced, or victorious. 
  Act I sends the competitors to the frozen north to pilfer an 
  adult white dragon's eggs. 
  Act II takes place upon a sunken world. A loved one (or 
  trinket) has been stolen from each competitor and is due to be 
  sacrificed by the capricious sahuagin.  
  Act III hurls the competitors into a labyrinthine demiplane 
  guarded by a gynosphinx. The lich Ezzat of Level 20 makes a 
  cataclysmic appearance.  
   
  ANNOUNCING THE TOURNAMENT 
  Within a few days of the party's admittance to Dweomercore, 
  the headmaster summons all students and faculty to Area 30, 
  the Dining Hall. The upperclassmen have been even more 
  broody these last few days, for they rightly suspect the High 
  Wizard Tournament is about to be sprung upon them. 
  Once the academy has assembled in the hall, read: 
  All of Dweomercore has assembled, its students pregnant 
  with worry. Whispers sweep throughout the hall. You 
  catch rumors claiming that someone will be put to death—
  or worse, expelled. A clump of House Nester students 
  shares a nervous glance, as if they've some dark secret that 
  has been discovered. The upperclassmen stand at the 
  heads of their tables, grim-faced and resolute, their eyes 
  red from exhaustion. 
  Let the adventurers stew here for a bit. They might gossip with 
  the upperclassmen or eavesdrop on other conversations. Once 
  you're ready, the headmaster enters the chamber and announces 
  the High Wizard Tournament. Read the following:  
  At last Halaster takes his place before the tapestry 
  depicting the Seven. He motions for silence and when he's 
  denied it, he polymorphs some loud-mouthed student into 
  a sheep. The student body collectively shuts up. 
  "Now that I've got your attention," the Mad Mage 
  smiles, "The time has come 'round once again: the 
  dreaded crucible, that harrowing trial: the High Wizard 
  Tournament. Only the greatest of magi shall survive and 
  glory, power, and recognition shall be theirs to claim! 
  Behold!"  
  The headmaster claps his hand and a goblet of cold fire 
  thunders into existence. Eyes peer out from the flames. 
  Eyes that hunger, that judge. 
  "To be considered for the tourney, one must cast their 
  name into this cold fire! And any student may cast their 
  name, but I remind our senior class that to graduate our 
  most esteemed academy, they must survive this crucible. 
  Challenges! Challenges three our beloved seniors face, 
  lest they be cast aside as the trash I've always suspected 
  them to be! Those among them too afraid to dive into the 
  belly of the beast may postpone their trial by yet another 
  year, shameful as that may be! 
  "Pray to your false gods, my dear students. Those that 
  triumph shall live forever more as a graduate of 
  Dweomercore. But beware, my pupils! What is given 
  cannot be taken back! The fire is impartial! The fire is 
  your judge, and I your executioner! Death—or worse, 
  expulsion—awaits those that refuse the call of the cold 
  fire!" 
   
   
   
  
   
  105 
  ENTERING THE TOURNEY 
  To enter the tournament, one's name must be written upon 
  parchment and cast into the fire. With almost a mind of its own, 
  the fire selects the competitors. To graduate from the academy, 
  a student must survive the tournament. All upperclassmen must 
  either commit now or postpone it for another year. The junior 
  classes are free to cast their names in (and some do, often 
  against their will) but the fire does not select these students.  
  Fire's Truth. Anyone with half a brain can figure that it's a 
  good chance that the "fire" is just controlled by the Mad Mage. 
  A legend lore spell confirms this.  
  The Adventurers. The party is free to compete in the tourney 
  if any of them are admitted students. As they'll find out, 
  however, Halaster has already orchestrated their involvement.  
  Mulling It Over. The upperclassmen are given only one night 
  to decide their fates, for the names shall be drawn from the fire 
  tomorrow morning. Only Skrianna Shadowdusk is arrogant 
  enough to cast her name now before the masses. Ultimately, 
  however, all the upperclassmen are entered and selected.  
  The student body is shortly dismissed after the headmaster's 
  announcements. Several events occur that night:  
  • Under a spell of invisibility, Nylas Jowd casts his name along 
  with both of the Horned Sisters', who weren't going to enter 
  the tournament. He intends to kill both during the tourney.  
  • Elan Tanor'thal sends his spider familiar to drop in both his 
  and Karstis' name into the fire, who intended to abstain—a 
  fact Elan already knew.   
  • Cephalossk skulks into the chamber to drop his and Spite 
  Harrowdale's names into the fire; the illithid hungers for that 
  insolent boy's apparently-big brain.  
  • An old, raggedy janitor shambles in, clutching the adventurers' 
  names. This is, of course, Halaster in disguise, and he wants 
  to be discovered by the adventurers.   
   
  THE MORNING OF 
  At nine in the morning the next day, the headmaster summons 
  the student body back to Area 30 to draw the names from the 
  cold fire. Once a character's name is drawn, they stand beside 
  the headmaster, sometimes provoking applause or jeers from 
  their own house or a rival house.  
  The order goes: Skrianna, Nylas Jowd, Violence, Turbulence, 
  Spite Harrowdale (which draws cheers from the crowd; many 
  students have long-since wished for this arrogant child to die), 
  Cephalossk (whose housemates watch coldly), Elan Tanor'thal, 
  then Karstis, and finally any adventurers. 
  Karstis: Condemned. Karstis never intended to enter the 
  tourney, preferring to get a few more years of study under his 
  belt. When his name is drawn, he refuses to partake—and the 
  arcanaloth defenestrates him with a banishment spell (already 
  having Halaster's consent to bypass the restrictions on magic in 
  Undermountain). Karstis goes screaming as he's sent to the 
  Shadowfell. Read the following: 
  "Then begone, craven cur," the Mad Mage snarls, "you're 
  no apprentice of mine." With an arcane word, shadowy 
  hands appear, clawing at Karstis' body. The young mage 
  begins to scream for mercy as his body is hurled into some 
  dark nether whence there is no return. 
  Let this underscore how dire the situation is—and that no one 
  can refuse the call of the cold fire.  
  POINTS SCORING 
  Place 
  The  
  Arctic Egg 
  The Sunken 
  Depths 
  Maze of the 
  Spotless Mind 
  1st 
  25 
  50 
  100 
  2nd 
  22.5 
  45 
  90 
  3rd 
  20 
  40 
  80 
  4th 
  17.5 
  35 
  70 
  5th 
  15 
  30 
  60 
  6th 
  12.5 
  25 
  50 
  7th 
  10 
  20 
  40 
  8th 
  7.5 
  15 
  30 
  9th 
  5 
  10 
  20 
  10th 
  2.5 
  5 
  10 
  Forfeit 
  0 
  0 
  0 
   
  Refusing the Call. If the adventurers refuse to partake, this 
  place becomes a bloodbath. The arcanaloth attacks them, 
  along with the upperclassmen (except for Spite Harrowdale, 
  who retreats with Dumara). The adventurers will have to fight 
  through all these combatants to try and escape Dweomercore. 
  The student body does not engage the party but instead flees to 
  their dormitories. If the headmaster survives this encounter, it 
  announces across the academy that the adventurers are to be 
  killed on sight, turning all characters against the party.  
   
  RULES OF THE TOURNAMENT 
  When it comes down to it, the rules for the High Wizard 
  Tournament are ironically simple: finish the task, no questions 
  asked. Teamwork, treachery, and outright murder are all fine, 
  so long as the rules below are followed: 
  • No competitor can back out of the tournament; one can self-
  forfeit a task (and thereby be awarded 0 points) but to quit the 
  entire tournament is to incur Halaster's wrath. 
  • No competitor shall leave the academy except for the purposes 
  of the tournament and they must return immediately after a 
  challenge is complete.  
  • No competitor shall falsify their efforts or results.  
  • No competitor shall leave the region or plane of existence of 
  that challenge of the tournament. 
  • No competitor shall turn to an otherworldly entity during a 
  challenge, unless such a being is enslaved to the mage's will, 
  such as through the summon lesser demons spell.  
  • After a leg of the tournament, all participants are given a 
  week's rest, free from classes or chores. No competitor may 
  interfere in the rest of another. 
   
  Punishment. The Mad Mage's punishment, as warned by the 
  headmaster, for breaking the above rules is an eternity under the 
  imprisonment spell, cast by the real Halaster.  
   
  SCORING OF THE TOURNAMENT 
  The competitors are awarded by how quickly they complete the 
  current task of the tournament. Since the tourney only grows 
  harder, the points increase. In the incredibly unlikely situation 
  that there are more than ten competitors, assume that eleventh 
  place and beyond awards zero points.  
  Posthumous Scoring. Just because a character dies doesn't 
  mean their points are wiped away. Other competitors may still 
  finish the tourney behind a dead man if they performed poorly. 
  In such an event, the dead competitor retains their ranking.  
   
   
  
   
  106 
  REWARDS OF THE TOURNAMENT 
  Beyond just satisfying the graduation requirement, the 
  following prizes are promised to the top three competitors: a 
  pearl of power (3rd place), a staff of defense (2nd place) and an 
  ioun stone of intellect. These are described in Appendix A.  
  Experience. The tournament is written with the expectation 
  that the party will not fight their way through Dweomercore and 
  will instead earn experience by completing the challenges of the 
  tourney. Do not award them twice. No matter what, they should 
  be leaving Dweomercore at 11th level. 
   
  POLITICS & GRUDGES 
  The upperclassmen—deceitful curs, as they are—will not abide 
  being upstaged by the adventurers. While some challenges may 
  necessitate cooperation with the party, they undoubtedly search 
  for an opportune moment to betray them and come out ahead. 
  The students also intend to fulfill their long-held vendettas 
  outside Dweomercore, where murder is allowed. Cephalossk, 
  for instance, hopes to ambush Spite Harrowdale and finally 
  devour that brain of his.   
   
  I. THE ARCTIC EGG 
  "Courage! Daring! Bravado! Our opening salvo shall not 
  disappoint: far to the frozen north, upon the roof of this 
  blighted little world, slumbers the drake Serakrish, proud 
  mother to a new clutch of eggs. I want those eggs, my 
  dearest pupils, and I shall have them, or I shall have your 
  heads. Dress warm, for the Stolid Glacier awaits!"  
  The High Wizard Tournament begins the next day, but the first 
  challenge is described (using the script above) after all names 
  are drawn from the cold fire—wizards are all about meticulous 
  planning, after all. 
  As a test to their daring, the competitors must steal an egg 
  from the frozen lair of an adult white dragon. Each competitor 
  (including companions such as Spite's oni bodyguard and the 
  other adventurers) are given a beacon that, when pressed via an 
  action, teleports that character and up to six characters of their 
  choice within 30 ft. back to Dweomercore. The beacon also 
  does not function inside the drake's glacial lair, forcing them to 
  escape its wrath, should it wake.  
  The Drake's Lair. Serakrish has claimed a glacier as her lair, 
  which grants her Lair Actions. This "Stolid Glacier" is in an icy 
  bay, far to the north of Toril—farther than most mortal men 
  have ever ventured. The entire region is an area of extreme cold. 
  Time. This competition is a race, but you can't forget the other 
  competitors. Roll a d20 for each competitor with the bonuses 
  described below, determining the order in which competitors 
  reach the Stolid Glacier and snatch their egg. The adventurers 
  gain a bonus if they evade one or both encounters (see below) 
  by succeeding on their Wisdom (Survival) checks while 
  navigating the wastes (+2 and +4, respectively). If they stop to 
  save Violence from Nylas Jowd, they receive a -2 penalty.  
  • Cephalossk: +3 
  • Elan Tanor'thal: +2  
  • Nylas Jowd: -2 
  • Skrianna Shadowdusk: -2 
  • Spite Harrowdale: +3 (+6 if oni is present) 
  • Turbulence: +5 
  • Violence: -2 
  1. INTO THE WASTES 
  The dragon lairs within a labyrinthine glacier surrounded by 
  deep, frigid water. All participants are teleported into the frozen 
  wastes, arranged around it in a ring. They've each a mile to 
  travel before reaching it. In this manner, the adventurers are 
  unlikely to meet any upperclassmen. The party itself is initially 
  split in half, and each may face an encounter before reuniting.  
  Each encounter, described below, can be skipped if a group 
  succeeds on at least two out of three DC 20 Wisdom (Survival) 
  checks. Each group must appoint a "leader" to make this check. 
  If one group fails, but the other succeeds, the successful group 
  arrives three rounds into the encounter. These encounters are: 
  • The characters unknowingly trek through the territory of an 
  abominable yeti. As they make their way through a frozen 
  pass, it and two yetis attack. A strong wind (see App. C) 
  blows through the pass.  
  • The adventurers trek over a frozen lake blanketed in snow. 
  Beneath the surface, lying hidden, is a remorhaz that bursts 
  through the ice on its first turn. The eruption is enough to 
  weaken the ice, turning several patches into thin ice that can 
  plunge characters into frigid water (see App. C for both).   
   
  Reaching the Glacier. The glacier surfaces above frigid 
  water that is approximately 600 feet from the coast, requiring 
  either flight, teleportation or boats to cross the water. The 
  upperclassmen have prepared the fly spell for this very purpose. 
  Jowd's Revenge. When the party reaches the coast, they can 
  clearly see the glacier—and Skrianna Shadowdusk flitting 
  through the air, proving that this is their target. However, as 
  they look to the south, they see sickly green light emanating 
  from a nearby cave. They hear the crash of thunder, the roar of 
  flames. If they investigate, they find Nylas Jowd and Violence 
  (both mages) in a duel to the death. Unless they intervene, 
  Nylas kills Violence and animates her corpse.  
   
  2. THE STOLID GLACIER 
  Serakrish, the adult white dragon, has slumbered at the heart 
  of her hollow glacier for months now, heating her eggs with her 
  body. A kobold clan tends to her lair, chiseling out labyrinthine 
  tunnels, cleaning and rotating the eggs, and standing guard.  
  Eggs. Beneath Serakrish lie 2d4+6 eggs that are due to hatch 
  in a few days. Each egg has an AC of 10, a damage threshold 
  of 5, and 16 hit points. It is a Small-sized object weighing 50 
  pounds. Each egg is worth 500 gp to an interested buyer.  
  Waking the Drake. While Serakrish slumbers, her passive 
  Perception score (normally 21) is reduced to 16. She can only 
  detect characters within 10 feet of her. She wakes if she takes 
  any damage or detects invaders. Spells of thunderclap, shatter, 
  and the like wake her if they're cast anywhere within the glacier. 
  Her kobold servants are loathe to wake her, lest they incur her 
  wrath; they only resort to that if they see an egg being stolen or 
  it becomes apparent they cannot defend the glacier themselves. 
  A kobold can wake Serakrish with an action, if it's within 5 ft. 
  of the drake.   
  Tunnels. Tunnels wind all about the glacier, too dark and too 
  blue to be seen through. Kobolds roam in packs of 1d8+5, 
  busying themselves with tasks. Most tunnels can only fit a 
  Small creature; the kobolds use these tunnels to harry invaders 
  by shooting from holes or dropping rocks upon their heads. The 
  ice separating the kobolds from the adventurers can be melted 
  in 10-foot sections if it takes 10 or more fire damage in a single 
  round.  
  
   
  107 
  Spite Harrowdale. While in the glacier, the adventurers come 
  across Spite Harrowdale, the archmage, and his oni bodyguard. 
  He offers them his aid or asks for theirs, if they still believe him 
  to be a child. If they accept, he leads them to the glacier's heart, 
  using magic missile to kill kobolds along the way.  
  Stolid Heart. The dragon's personal lair is a hollowed-out 
  chamber at the glacier's heart. Ovoid in shape, it's 100 by 140 
  ft. at its widest point and its ceiling curves upward to a height 
  of 120 ft. Serakrish at the center, resting atop her eggs. At any 
  point there are 2d10+4 kobolds in the nearby tunnels.  
   
  3. BETRAYAL! 
  Spite Harrowdale intends to betray the party and wake the 
  drake. Once they reach the heart of the glacier, he either traps 
  the adventurers within a wall of force spell after Dumara has 
  pilfered an egg; or he preemptively casts it on the party. He's 
  prepared dimension door instead of fire shield, allowing him 
  and Dumara to escape the wall of force. Adjust accordingly to 
  fit the situation. 
  Once Spite has his egg, he and his oni flee to the tunnel. He 
  casts shatter on the tunnel's entrance, caving it in behind him. 
  The noise wakes Serakrish, who turns her wrath on the party. 
  Thereafter, Spite and his oni escape the glacier and activate the 
  beacon that teleports them back to Dweomercore.  
  Serakrish's Wrath. The brood mother is surprised by the 
  shatter spell. Thereafter, she enrages. 2d10+4 kobolds act as 
  her minions while she attacks the party. She accepts no quarter. 
  The party must either kill Serakrish or escape with an egg. 
  Another tunnel on the opposite end of the chamber provides a 
  means of escape—but the dragon lies in their way.  
   
  AFTERMATH 
  The upperclassmen return triumphantly in the order of their 
  Survival checks (see "Time" above). Award points accordingly.  
  Zombified. Unless Nylas was stopped earlier, he animated 
  Violence's corpse and used her to retrieve an egg from the Stolid 
  Glacier. He then reappears at Dweomercore in second to last 
  place with his new undead thrall in tow. Turbulence demands 
  justice for her sister, but Nylas claims that he himself did not 
  murder her, only that he found her corpse and "decided to return 
  Violence to her beloved sister." The headmaster does not punish 
  Nylas, as whatever happened happened outside Dweomercore; 
  he advises Turbulence to challenge Nylas to a duel, which he 
  refuses. Turbulence later turns to the adventurers for aid or 
  takes vengeance into her own hands. 
   
  II. THE SUNKEN DEPTHS 
  "Beneath the waves, the sahuagin plot to awaken their 
  god, Sekolah the Sharklord. What you treasure most has 
  been stolen from you, given freely to the sharks for use in 
  their foul ritual. Dare not tarry, for there is but one hour 
  to find the Temple of Sekolah and recover that which you 
  hold most dear…" 
  The second challenge of the tourney tests the competitors' 
  attachment to that which they love—or so it's said. Truly, it's 
  just another way for Halaster to screw with his pupils.  
  Something near and dear to each competitor has been stolen 
  and placed at the bottom of the sea. The competitors have only 
  an hour to recover their beloved lest it be sacrificed to Sekolah.  
  Few competitors actually know what was taken from them 
  before arriving to the Temple of Sekolah. For the adventurers, 
  you must determine what this treasure is—and Halaster nabs it. 
  He could kidnap family members or miniaturize their family 
  home and put it in a snow globe—the sky's the limit. The other 
  competitors' treasures are:  
  • Spite's Harrowdale's oni bodyguard, Dumara  
  • Turbulence's friend, Ca'al, barkeeper of The Flagon & the 
  Dragon in Skullport 
  • Violence's old flame from her seafaring days, Marcus Turner  
  • Skrianna's token from Acamar, her invisible lover from the 
  Far Realms—a glassy, eight-pupiled eye set in a pendant  
  • Elan's younger brother, Xirk Tanor'thal 
  • The jar containing the brain of Cephalossk's best friend (see 
  A11D) 
  • Nylas' sweet but judgmental mother, Cecilia Jowd  
   
  Those Pesky Lungs. The upperclassmen have prepared the 
  water breathing spell but refuse to include their classmates and 
  the adventurers in the spell. If the adventurers cannot find a 
  means to breathe underwater, the headmaster can scrounge up 
  six potions of water breathing for them. 
  The Depths. The portal the competitors take leads not to any 
  sea of Toril, nor a demiplane, but instead to a sunken world 
  ruled by the sahuagin. The ruins of terrestrial civilization can 
  still be found below the waves. Centuries have slipped by since 
  the tides swallowed all but the tallest mountain peaks.  
  Returning. Unlike last time, the competitors aren't equipped 
  with teleportation beacons. They must retrieve their beloveds 
  and return to the portal that delivered them here.  
   
  1. ARRIVAL TO A SUNKEN WORLD  
  The headmaster opens a portal, with Halaster's consent, to that 
  sunken world. Those that cross through to the other side emerge 
  from a crumbling stone arch framing a violet portal. The distant 
  sun dimly lights these sunken ruins, which are perched upon a 
  ledge that drops into watery twilight. The ruins bear similarity 
  to dwarven architecture and iconography.  
  The surface is two hundred feet above the ruins and Halaster 
  telepathically informs the competitors that their goal ("the 
  temple of Sekolah") is downward, past the trench and into the 
  depths. These depths are dimly lit, as sunlight can hardly pierce 
  the water. The upperclassmen quickly depart to devise their 
  own means to find and infiltrate the temple.  
  Encounter. Along the way to the temple, the party is attacked 
  by a sahuagin hunting party consisting of a giant shark and six 
  sahuagin. The sahuagin use the shark as a mount of sorts: 
  they've made a harness of twisted kelp and slung it around the 
  shark. Holding tight, they can "ride" the shark as it takes the 
  Dash action to swim swiftly through the water. Only one hand 
  is necessary to hold onto the harness, allowing them to attack 
  with spears.  
   
  2. THE TEMPLE OF SEKOLAH 
  A rough current and a telepathic message sent by Halaster 
  points the way to the temple of Sekolah: a drowned ziggurat 
  upon which the sahuagin perform their foul ritual to summon 
  their god's avatar. What the competitors don't know is that this 
  is about the seventieth time the sharkfolk have tried to summon 
  their god to this world. At this point, it must surely be done for 
  entertainment's sake alone, and instead of sea elves or merfolk, 
  the sahuagin have had treasures and victims delivered to them 
  by "the dried one" (Halaster).  
  
   
  108 
  Refer to the map above, courtesy of Dyson Logos. The top 
  platform is roofed, though four gaping holes provide a means 
  of entry through the ceiling, which is 10 ft. high. 
  Three sahuagin priestesses are knee-deep in the ritual. The 
  competitors' unliving treasure are placed equidistantly through-
  out the chamber, whereas living captives are at the heart, kept 
  in iron chains. The ritual finishes in three rounds, after which 
  110 (20d10) necrotic damage is inflicted on the sacrifices. The 
  ritual ceases if all three priestesses are slain. Guarding them are 
  five sahuagin, a sahuagin baron, a giant shark and two more 
  sahuagin priestesses. The shark swims above the ziggurat and 
  the sahuagin (except for the baron, who remains in the chamber) 
  are floating just off each of the staircases. Once the alarm is 
  raised, 1d4 sahuagin reinforcements arrive from outside the 
  ziggurat each round.  
  The adventurers may be posed with a moral issue: do they 
  save the victims meant to be sacrificed by the sahuagin or leave 
  them here? Rescuing and escorting them makes it possible that 
  any of the other competitors can swoop in, steal their beloved, 
  and make it back to the portal before the party does. 
  The Opportunist. If he survived the tourney's first challenge, 
  Spite Harrowdale comes in half-way during the battle. He casts 
  time stop to rescue Dumara; interacting with her causes the spell 
  to fail, thus placing him in harm's way. On his next turn, he 
  snatches Dumara's hand and casts teleport to take him back to 
  the portal to Toril. Roll a d100 and consult the teleport spell. 
  Since Spite has only seen the portal once, he only successfully 
  reaches it on a roll of 74-100.   
   
  3. BETRAYAL (AGAIN)! 
  Their egos bruised, two upperclassmen ambush the adventurers 
  at the portal to Toril. Nylas Jowd, a mage, attacks with a force 
  of four zombies and an ogre zombie. The next round, Skrianna, 
  a mage, and her shield guardian arrive. All these combatants 
  are under a spell of water breathing. The mages flee to the 
  portal when reduced to half their hit points.  
   
  AFTERMATH 
  If Skrianna and Nylas are slain, the headmaster pens a letter to 
  their next of kin, detailing their demises. Except for his mother, 
  no one cares if Nylas dies. Skrianna's family, the maddened 
  Shadowdusks lairing on L22, take umbrage with the party.  
  Time. Like before, the results of this challenge are left up to 
  chance. Swimming back to the portal is a measure of one's 
  fortitude or quick thinking. Roll a d20 for each surviving 
  competitor, adding the modifiers below to the results.  
  The adventurers can determine their own modifier by making 
  either a DC 16 Intelligence (Investigation) check to recall the 
  quickest route or a DC 18 Strength (Athletics) check to swim as 
  quickly as possible. For the former, only one character needs to 
  succeed on the check; for the latter, all must succeed on the 
  check. They gain a +2 for one success and a +5 for two.  
  • Cephalossk: +4 
  • Elan Tanor'thal: +3 
  • Nylas Jowd: -2 
  • Skrianna Shadowdusk: -2 
  • Spite Harrowdale: +20 if teleport successfully delivered him 
  to the portal; +2 if off-area; -4 if similar area; and -15 if the 
  d100 resulted in a mishap. 
  • Turbulence: +4 
  • Violence: +2 
   
  III. MAZE OF THE SPOTLESS MIND 
  "And so, we come to our final challenge: the Maze of the 
  Spotless Mind. Bit of a misnomer, as it's far from spotless. 
  What horrors lurk therein? Well, I'll tell you: undead, 
  traps galore, and one termagant of a sphinx. She, Mighty 
  Aleria, guards a golden grail filled with sacred coins. 
  Bring me a coin, competitors. Bring me a coin by cracking 
  her riddle or braving her claws. The sphinx awaits ye." 
  The final challenge is to race through a labyrinthine demiplane, 
  at the heart of which waits a gynosphinx. The competitors are 
  each targeted with a maze spell, which they must willingly fail. 
  This demiplane was once a sanctum of the lich Ezzat, Halaster's 
  nemesis that lairs on L20. The demiplane houses Ezzat's spare 
  phylactery; it's been so long since Ezzat visited, or was slain 
  outside the Material Plane, that he's unaware of Halaster finding 
  and seizing his demiplane for this game.  
  The Sphinx. Aleria, the sphinx, sits at the center of the maze, 
  guarding Ezzat's phylactery, which is shaped as a golden grail 
  filled with radiant coins. To claim a coin, one must brave the 
  sphinx's claws or solve her riddle. Thereafter, a competitor must 
  make a DC 20 Intelligence check as action to escape the maze—
  a trivial matter, if given time, but harrowing if that character is 
  under attack by the sphinx. This demiplane does not count as 
  the sphinx's lair. 
  The Maze. The maze was created through the maze spell and 
  is enchanted. The corridors are 10-feet wide and its ceiling, 
  floor, and walls are indestructible. Magic fails to change their 
  shape, as do spells that would teleport a character through them. 
  A foot of lead is embedded in the walls, foiling most divination 
  magic.  
   
  1. INTO THE MAZE 
  The competitors appear at different points on the maze's outer 
  layer. The adventurers are together, perhaps by happenstance. 
  Along the way to the center, they must contend with various 
  traps and enemies.  
  Navigating the Maze. Mazes, quite simply, suck in tabletop 
  RPGs. There's nothing to solve; characters just need to brute 
  force their way through or get lucky. So you, as the DM, aren't 
  running a maze per se, but a series of events. All competitors 
  reach the heart of the maze at approximately the same time—as 
  the true randomness comes during the combat with Ezzat; see 
  Aftermath for more details.  
  The events occur in the following order: 
   
  LESSER TEMPLE 
  OF THE HERETICS 
  One Square = 10 ft.  
  
   
  109 
  • Eight minotaur skeletons appear, four apiece at both ends of 
  a straight corridor. If Nylas Jowd or Elan Tanor'thal are 
  competing, they've commandeered these undead and attack 
  from the rear, fleeing when their minions are dead or when 
  they lose half their hit points or more.   
  • A 10-foot-wide, 50-foot-deep pit is obscured by an illusion, 
  requiring a DC 16 Int. (Investigation) check to discern, made 
  as an action. If no one does discern it, the first character to 
  step into the pit falls, taking 5d6 bludgeoning damage. Six 
  zombies, quieted by a silence spell, are pressed together at 
  the pit's bottom. The pit's top is also obscured by a darkness 
  spell, which can be dispelled with a dispel magic spell.  
  • A corridor is trapped with an Evard's black tentacles spell 
  (save DC 14) cast earlier by another competitor; it subsides 
  in 1d4+1 rounds.  
  • A glyph of warding is inscribed at the end of a 60-foot-long 
  corridor; when a creature enters within 30 ft., it unleashes a 
  lightning bolt spell (save DC 14, 9d6 lightning damage on a 
  failure, or half as much on a success). It can be spotted with 
  a successful DC 14 Intelligence (Investigation) check.  
  • Spite Harrowdale, if he's competing, has blocked off a section 
  of the maze with a wall of force spell after he found the heart 
  of the maze nearby. It will elapse in 4 minutes. If the party 
  decides to backtrack, they must find an alternative route into 
  the heart of the maze, which takes 1d10 minutes. They are 
  attacked by a minotaur under the effects of a mirror image 
  and haste spell in the meantime.  
   
  2. THE SPHINX AWAITS 
  The maze's heart is a four-sided chamber, 100 ft. on a side, with 
  a ceiling of 40 ft. At the center is a raised platform, 10 ft. high 
  up, bearing a glowing, heavenly altar. If he's competing, they 
  find Spite Harrowdale already there but without his bodyguard, 
  who died to a fireball trap earlier in the maze. Spite is busy 
  trying to solve the sphinx's riddle.  
  Aleria, the gynosphinx, welcomes the adventurers when they 
  arrive and invites them to solve her riddle or storm the altar.  
  The sphinx smiles at you. "Welcome to my lair, heroes. A 
  riddle you must solve lest you never climb the altar nor 
  claim a sacred coin from the golden grail to leave this 
  place. You need only to hold the coin in your hand and 
  wish to return home. One riddle is all it takes—but fail 
  me, deceive me, defy me, and I shall fall upon you in a 
  storm of fang and claw. Listen well: 
  "First think of the person who lives in disguise, who 
  deals in secrets and tells naught but lies. 
  "Next, tell me what's always the last thing to mend, the 
  middle of 'middle' and the end of 'end.' 
  "And last, give me the sound often heard during the 
  search for a hard-to-find word. 
  "Now string them together, and answer me this: which 
  creature would you be unwilling to kiss?" 
  This riddle was ripped straight out of Harry Potter; the answer 
  is "spider." You want the players to solve the riddle, but a DC 
  20 Intelligence (Investigation) check can also be made to solve 
  it. However, you must warn your players that if they rely on 
  dice to solve the riddle and fail, the sphinx attacks. If they try it 
  themselves, give them a few minutes at your table to figure it 
  out. If the adventurers provide an incorrect answer, attempt to 
  circumvent or beguile the sphinx, or defy her challenge in any 
  manner, she attacks.  
  While the adventurers try to figure this out, the remaining 
  competitors arrive to the heart of the maze. Some may hang 
  back, especially if they know that even finishing first in this 
  challenge is not enough to win first, second, or even third place. 
  Those in this situation merely want to finish the tournament 
  with their ego and bodies intact.  
   
  3. HE IS REBORN 
  As the competitors battle it out, fight the sphinx, or handle her 
  riddle, Ezzat, a lich, is reborn here in this demiplane. Read:  
  As you climb the stairs to that altar, the air cracks with 
  thunder. The stench of dust and death fills the chamber, a 
  cloudy miasma that roils in an unseen wind. The dust 
  collects itself into a figure that rapidly grows into a solid 
  form. You hear… Bones. Bones snapping, fusing. Mold 
  that sighs itself into flesh, which cling to a skeleton whose 
  robes were borne of shadow, whose eyes glow with azure 
  fire. A lich. You've just witnessed the rebirth of a lich. 
  "I live!" the lich screams. "I—who the hell are you?" 
  The lich's fiery eyes blink at the assorted magi here, 
  settling on the Dweomercore symbol on someone's robes.  
  "Halaster," the lich snarls. "Have at thee, dogs! I have 
  spurned the Mad Mage once already! Twice will be quite 
  the pleasure! Ezzat shall be the last name you ever learn!" 
  Realizing that Halaster has found and invaded his domain, 
  Ezzat attacks the competitors. The sphinx slips into the maze; 
  she was once Ezzat's guardian but was bought out by Halaster; 
  she has no dog in this fight.  
  Several competitors flee into the maze when Ezzat appears; 
  some, at your discretion, remain to fight against the lich.  
  Ezzat's Tactics. This demiplane does not count as Ezzat's lair; 
  Halaster broke away his grip on the realm. "LA" refers to 
  Ezzat's Legendary Actions. The lich employs these tactics:  
  • Preferring to blast first and ask questions later, Ezzat starts 
  with a power word kill spell. Choose an upperclassman to die, 
  provided there are any left.  
  • Ezzat follows up his first turn with a Frightening Gaze LA. 
  After the next character's turn, he uses his remaining LA to 
  cast ray of frost.  
  • On his second turn, Ezzat casts finger of death, hoping to raise 
  a zombie (see App. B for stats). 
  • On his third turn, Ezzat looses a power word stun spell on an 
  irksome character. 
  • When surrounded, Ezzat uses his Disrupt Life LA.  
   
  If Ezzat is slain, his spare phylactery is vulnerable. When he 
  is reduced to 0 hit points, read the following: 
  The lich shouts, "Fools! I can never die! Undermountain 
  shall be mine! The Mad Mage—mine! Your souls—mine 
  and mine alone! May the Nine Hells have—" 
  With that killing blow, the lich crumbles into dust. The 
  altar flares with violet light and the Mad Mage's voice 
  booms across the maze: 
  "Quickly! Quickly, before the lich is reborn! Take his 
  dreaded phylactery and spare the souls within! Quickly! 
  Think of the points! Think of the ratings! Fifty points to 
  whomever brings me that gods-damned phylactery!" 
  What the Mad Mage neglects to tell the competitors is that the 
  phylactery is warded with a symbol spell.  
   
   
  
   
  110 
  The first character to touch the phylactery triggers its Death 
  feature: each character within 60 feet of the phylactery must 
  make a DC 20 Constitution saving throw or take 10d10 necrotic 
  damage. A creature takes half damage on a success. Per the 
  spell, creatures within the sphere incur this effect when it 
  occurs, as well as when they enter into its area the first time, or 
  if they end their turn there. This spell persists for 10 minutes.  
  Scrutinizing the phylactery under a spell of detect magic 
  reveals staggering auras of both abjuration and necromancy, 
  implying that the phylactery is trapped.  
   
  AFTERMATH 
  With Ezzat destroyed, there's but one thing left to do: race to 
  the altar, snatch a coin, and attempt a DC 20 Intelligence check 
  as an action to leave the maze. Competitors that fled quickly 
  return. With all present, all it takes is a new initiative check 
  made by every single character. Some magi take the Dash 
  action, others might cast spells to arrest the party's movement 
  or teleport to the altar. 
  Characters that know they need the extra 50 points promised 
  for the phylactery might instead try to snatch that up too. 
  Cunning characters might, alternatively, try to take all coins 
  from it, preventing other characters from scoring. 
   
  AFTERMATH OF THE TOURNAMENT 
  The High Wizard Tournament ends with a maudlin ceremony 
  honoring the survivors as graduates and dismisses the dead as 
  disappointments. The headmaster doles out the awards to the 
  top three competitors and furnishes the rest with diplomas. 
  The Dead. Even if a character dies, their place is retained in 
  the rankings, meaning others can still finish below that score, 
  receiving no prizes. 
  Continued Study. Alas, the upperclassmen are not free. With 
  a sneer, the headmaster expects them to stay at the academy for 
  their "advanced studies." It's with long faces that they accept 
  this news. Some rightfully suspect that they'll never leave this 
  gilded cage of theirs and begin to plot their escape.  
  The Adventurers. The adventurers that enrolled into the 
  academy are lavished with an honorary diploma. The 
  headmaster promptly tells the party to get the hell out of 
  Dweomercore by dawn or else. Now that they've served their 
  purpose and the headmaster has appeased Halaster, the 
  arcanaloth no longer needs to play nice.  
   
  DWEOMERCORE SUMMARY 
  Area Contents 
  Area Contents 
  1 Entry 
  25 Treasure 
  2 Trap (Poison Arrow) 
  26 Cloaker 
  3 Trap (see above) 
  27 Kitchen, barbed devils 
  4 Mezzoloths 
  28 Trap (12.5% PW: Kill) 
  5 Trap (Madness) 
  29 Helmed horrors 
  6 Spite Harrowdale + oni 
  30 Cafeteria 
  7 Cephalossk 
  31 Nothic 
  8 Dorms 
  33 Class 
  9 Garbage 
  34 Class 
  10 Trap (Elder Rune) 
  35 Class, Nester 
  11 Dorms 
  36 Library 
  13 E. Tanor'Thal, Gate to L6 37 Class 
  14 Violence 
  38 Skrianna Shadowdusk 
  15 Headmaster's Office 
  40 Secret Door 
  16 Nylas Jowd 
  41 Shortcut to L10 
  17 Turbulence 
  42 Gate to L7 
  18 Illusion 
  44 Secret Door, NPCs 
  19 Regional Effect 
  45 Treasure 
  20 Slaad tadpole 
  46 Prisoners 
  22 Water weird 
  47 Bone devil 
  23 Wormriddle, night hag 
  48 Class 
  24 Trap (12.5% PW: Kill) 
  49 Gate to L14 
   
  AREAS OF NOTE 
  The following areas are of note. With its forty-nine areas, 
  Dweomercore can be a nightmare to keep track of. Its areas are 
  summarized above; areas omitted from the table have no actual 
  content, such as A32.  
   
  1. ENTRY HALL 
  The tunnel opens upon the crumbling remains of a 
  mansion's foyer—you're not even surprised that the Mad 
  Mage has plucked and planted a villa in Undermountain. 
  Suspicious as ever, you eye the mansion's foyer: 
  mosaics line the arched ceiling, depicting dueling 
  wizards. Floating in the middle of the room is the severed 
  forearm of a man. It turns to regard you with its eyeless 
  gaze and holds up its palm in a "STOP" gesture.  
  You want the Left Hand of Manshoon to bruise the adventurers 
  if they're well-rested. Softening them up now ensures they play 
  nice with the academy's residents.  
  The Left Hand has readied its action to cast fireball as a 4th-
  level spell upon the tunnel's entrance once a character enters 
  Dweomercore. It always hovers 25 feet off the ground to avoid 
  melee combatants. On its first turn, it casts time stop and takes 
  its subsequent turns during that spell to cast mirror image, fire 
  shield, and finally cone of cold (in that order, assuming it has 
  enough turns to do so before time stop elapses). 
   
   
   
  
   
  111 
  MEETING THE HEADMASTER 
  While the adventurers are busy fighting the hand of Manshoon, 
  the headmaster makes its way to this area, arriving just as the 
  limb is destroyed. The arcanaloth has its orders from the Mad 
  Mage: to admit the arcane spellcasters into Dweomercore, 
  while keeping up the charade that it's Halaster. Assuming the 
  party has arcane spellcasters, read the following after the Left 
  Hand of Manshoon is defeated: 
  As the sounds of chaos dim and that animated limb flops 
  to the floor, you hear an old man cough nearby: the Mad 
  Mage, here in the flesh.  
  "Well, it took you long enough," Halaster tells you, 
  leaning on an oak staff engraved with runes. "Hurry, 
  damn ye, hurry! You're late to your own entrance exam!" 
  If the adventurers inquire about what the hell Halaster means, 
  the headmaster adds: 
  "The devil! It's loose! Slain poor Yarek already, the 
  damned fool. Quickly! Quickly! The proctor has just 
  about had it with your tardiness, and your full-ride 
  scholarship hangs in the balance! If you wish to be 
  admitted to the world's—nay, the multiverse's!—most 
  prestigious wizard academy, you mustn't tarry!" 
   
  THE ENTRANCE EXAM: REVAMPED 
  If the candidates accept the challenge of slaying the bone devil, 
  the headmaster does not teleport the party to Area 11C, but 
  instead leads them through Areas 2, 3, 6, 38, 39 and 46, giving 
  a hasty tour of the academy. He deactivates the trap via the 
  mage hand cantrip while passing through Area 2. 
  Sample Dialogue. Along the way, the headmaster can say 
  any of the following. It isn't aware of Halaster's hit gameshow, 
  Dungeon of the Mad Mage, but is aware that he has a keen 
  interest in the party. 
  • "Normally, our entrance exam would be a bit more academic, 
  but we're currently at capacity—at least until Yarek, that 
  gods-damned fool, summoned a devil. Now we've got a 
  vacancy or two. If you can correct his mistake, you're in, kid." 
  • "Dweomercore is the finest wizard academy in the world. 
  Except for those Silverymoon Uni bastards." 
  • "All but my first seven apprentices were trained in these halls. 
  Some of them even survived! Far fewer graduated, however." 
  • "Tuition is negotiable. If you have the right financial aid 
  package, we don't even need to put a lien on your soul." 
  • "Scholarships are available to outstanding students. It helps if 
  you can play clarinet or open a rift to the Far Realms. Spelling 
  bee champions are preferred." 
  • "Tryouts for the school's rugby team open next week." 
   
  3. MEDUSA JUNCTION 
   
  HOUSE NESTER DORMITORIES 
  South of the medusa statue is a bloodied wall: the entrance to 
  House Nester's demiplane dormitories. Once a student has slit 
  their palm and pressed it against the wall, they are admitted 
  entrance to the dorms. They must repeat this once every day. 
  Thus, the palms of all House Nester students are horribly 
  scarred by the end of their tutelage in Dweomercore. 
   
  5. PORTRAIT OF A MAD MAGE 
  Ever curious—almost as if it were a whisper driving you 
  to do it—you peel back the curtain to behold a ghastly 
  portrait of the Mad Mage, to behold a scene of madness. 
  Fields, actual fields of bloody mouths stretch to a red 
  vista. Packs of women hunt down stragglers as 
  cannibalistic orgies rage before a single, crumbling tower. 
  The Mad Mage stands before this macabre scene, 
  chillingly calm, the hint of a smirk splayed across his lips.  
  The Long-Term Madness table has been included for your 
  convenience. See Appendix C for details. 
  Hazing. Until recent times, House Nyghtsteel would haze its 
  newest members by forcing them to behold the portrait. After a 
  few too many psychotic breakdowns, the headmaster forbade 
  that particular form of hazing.  
   
  6. READING NICHE 
  Assuming the party's being escorted by the headmaster, read: 
  You pass by a reading nook, its walls lined with dusty 
  tomes. A young boy no older than thirteen looks up from 
  a text entitled "Thaumaturgic Rites of the Netherese." He 
  gives you a smile while a half-ogre at his side shares only 
  a tusked scowl.  
  "Master Harrowdale," the headmaster croaks. "Should 
  you not be polishing your wand technique?" 
  "I had hoped for some tips, headmaster, since you seem 
  to be a master of handling wands." 
  The Mad Mage does not seem pleased by this retort, but 
  doesn't miss a beat. "Back to your book, boy." 
  As a crass old man, Harrowdale lives for this humor, which 
  might strike onlookers as inappropriate, given his false youth. 
  The wand-techniques the arcanaloth refers to is actually a jab at 
  Harrowdale's crippling arthritis. Ever since he's learned the 
  truth about "Halaster" the two have been trading insults. Other 
  students chalk it up Harrowdale becoming a rebellious teenager.  
   
  7. WORKROOM 
  Assuming the headmaster is escorting the party, read: 
  While the headmaster gives his hasty tour of the academy, 
  a door down the corridor cracks open. A tentacled horror 
  peers out, its voice slipping into your mind: 
  "Seek me out, visitors. Dweomercore is not all it seems. 
  These halls teem with opportunity for parties… capable 
  of putting aside their differences." 
  Cephalossk, the mind flayer arcanist, hungers for Spite 
  Harrowdale's brain and will strike a deal with the adventurers. 
  If they can incapacitate Dumara, Spite's oni bodyguard (whom 
  Dweomercore's rules don't forbid killing) then the illithid will 
  handle the rest.  
   
  HOUSE MUIRAL DORMITORIES 
  The entrance to House Muiral's pocket dimension lies behind a 
  mirror set into the wall of the hallway outside Area 7. To open 
  it, a character must stare their reflections in the eye for a solid 
  ten seconds.  
  The dormitories are always frigid, no matter how many logs 
  are burned in its fireplaces or how many spells are cast. 
  
   
  112 
  9. REFUSE PIT 
  This chamber reeks. Half a mountain of garbage lies at the 
  bottom of a pit, sweltering in some unnatural heat.  
   
  HOUSE KESTELLHARP DORMITORIES 
  Distraught over Jhesiyra's disappearance, the Mad Mage 
  remodeled this chamber into the refuse pit—all the better to 
  "honor" House Kestellharp.  
  A ladder leads 20 ft. down the pit to a ledge, upon which a 
  door is set. If knocked on twice, the door swings up and sucks 
  in characters on the ledge along with a few pounds of garbage. 
  The dormitories are barren and choked with dust. Its forty beds 
  are busted, the sheets yellowed, stained, and tattered. Mold 
  grows behind every corner, pulsating secretly out of view. No 
  matter how many rats are killed, more show up.   
   
  11. STUDENT DORMITORIES 
   
  11D. CEPHALOSSK'S ROOM 
  Among the jars lies one brain that Cephalossk could never bring 
  itself to devour: that of its best friend's. Before becoming a mind 
  flayer, Cephalossk was a human—Tetvic Shai, an adventurer. 
  He and his dear friend Brodrum were captured by illithids; 
  Tetvic became an illithid and Brodrum cattle to be slaughtered 
  later. Displaying an extraordinary degree of mental acuity, a 
  sliver of Tetvic lived on in this "Cephalossk." Even as an 
  illithid, it couldn't stomach killing its best friend; instead it took 
  Brodrum's brain and preserved it in a jar.  
   
  11E. ELAN'S ROOM 
  See Appendix C for the Short-Term Madness table. 
   
  11F. NYLAS' ROOM 
  Amongst Nylas' belongings is his Thayan razor, a magical item 
  that instantly shaves one's head when touched to their scalp.  
   
  12. COMMUNAL SHOWERS 
  The showers have been expanded to fifty to accommodate the 
  larger student body. No accommodations are provided for 
  different sexes—epitomized in an engraving on the entrance 
  that reads "The world shall one day watch you. Spare nothing." 
   
  13. RECREATION ROOM 
  Whenever you need a social encounter to occur, it's advised you 
  use the Rec Room.  
   
  13A. TAPROOM 
  Visitors to Dweomercore might be surprised to learn just how 
  much the students treasure "mundane" games, like billiards or 
  darts, that take them out from their high-magic, high-pressure 
  world, even if for only a little while. Games include checkers, 
  chess, cards, darts, and even Jenga—the popular halfling-
  invented game that consists of stacking wooden blocks.  
  Darts. The Rec Room includes a dartboard. Characters can 
  play a simplified version of the game, merely trying to reduce 
  their score from 300 to 0 or below before their opponents. Each 
  turn, one character makes a ranged attack with a dart. The AC 
  of various targets and their point values are summarized in the 
  Dart Scoring table.  
  DARTS SCORING 
  Section 
  Name/Symbol AC 
  Points 
  Inner Bullseye 
  Beholder 
  22 
  50 
  Outer Bullseye 
  Purple Worm 
  20 
  25 
  Triple Ring 
  Dragons 
  18 
  15 
  Double Ring 
  Glyphs 
  16 
  10 
  All Other Sections "Fire" & "Frost" 
  14 
  5 
   
  ELAN TANOR'THAL 
  Assuming this is their first meeting with Elan, read: 
  A dark elf sits alone, busying himself with an arcane scroll 
  and his spellbook. His eyes dart up at you. "Don't just 
  stand there, help yourself to a drink. It's all on Halaster's 
  copper." His quill rasps in sharp strokes against the 
  parchment. "Since you're new," the elf says, "you should 
  know that everyone here is utterly insane." He looks up 
  with a smile. "But not I. Not yet. Elan Tanor'thal, rightful 
  heir of Skullport and mage extraordinaire at your service." 
   
  14. DETENTION HALL 
  Your footsteps echo across the tiles as you reach a 
  junction. Desks face the walls, occupied by disgruntled-
  looking students. A tiefling woman reading a scorched 
  spellbook flags you down. "Psst! Outsiders!"  
  If the adventurers indulge Violence, read: 
  "Listen," Violence tells you. "I'm serving time for… Well, 
  threatening a guest lecturer. My sister's likely dueling 
  right now in the Spellcasting Hall. She has an earful for 
  you. Seek her out." The tiefling points to a set of double 
  doors, her eyes pregnant with expectation. 
   
  16. MAGIC CAULDRON 
  Stolid pillars line this chamber—and in the gloom a man 
  sneers, "Got you now, you miserable son of a—oh…"  
  A bald man steps out from the gloom and clears his 
  throat. "My apologies. I thought you were… you were 
  someone else." The red-robed man offers his hand, "Nylas 
  Jowd, Red Wizard of Thay. Pleased to meet you."  
  Per this supplement, the outright murder of others students is 
  forbidden at Dweomercore. Therefore, Nylas Jowd is instead 
  lurking here to cast bestow curse upon Turbulence. If she 
  succumbs to the curse, Nylas flavors it to rob her of fine motor 
  control, preventing her from tying knots or using somatic 
  components in spellcasting.   
   
   
   
  
   
  113 
  17. SPELLCASTING HALL 
  Chaos! Lightning flashes, thunder beckons! Great gouts 
  of fire light up the chamber! A tiefling battles three magi: 
  a young Shou woman, her face half-devoured by acid; a 
  masked woman who unleashes a lance of frost so cold that 
  even from here, your skin ripples with goosebumps; and 
  lastly Halaster Blackcloak himself, his wand alight with 
  violet, swirling energies! A blast of pure force erupts from 
  his wand, smashing into the tiefling! She careens across 
  the floor and shouts, "Yield! I yield!" 
  The three archmagi pause and wordlessly approach 
  nearby alcoves, rapidly becoming stone. The tiefling 
  pants on the floor, nursing a broken arm. Her bright eyes 
  regard you and she snarls, "The hell are you looking at?  
  If Violence sent them, Turbulence wastes no time in promising 
  them a favor if they can distract the headmaster long enough for 
  her and Violence to escape the academy. Should they, she tells 
  them to meet her at The Flagon and the Dragon in Skullport. 
   
  SPELL DUELS: ANTIMAGIC DOME 
  A thin dome of antimagic surrounds the southern half of the 
  chamber. This is to protect Dweomercore from wanton 
  destruction wrought during spell duels with the statues or other 
  characters. Only Halaster and the headmaster have the means to 
  "turn off" the dome. 
  Spell Duels. When two students seek to satisfy a grudge, they 
  are sent to this area to end their squabbles. The rules for spell 
  duels are described in the Have at Thee, Cur! special event.  
   
  19. GHOSTLY ADVENTURER 
  This hall has seen better days. Its mosaics are chipped, 
  damaged beyond recognition or repair. An empty trophy 
  case stands alone and at the end of the hall an apparition 
  pats at the wall in search of secrets. 
  The students of Dweomercore named this spirit "Lucy Looky." 
   
  HOUSE NYGHTSTEEL DORMITORIES 
  The empty trophy case of this chamber is the key to entering 
  House Nyghtsteel's demiplane dormitories. By placing a 
  trophy—ranging from a medal, a wolf's fang, a stolen trinket, 
  anything that was won over overs—the owner and their trophy 
  are teleported to the demiplane. So long as the trophy has 
  sentimental value and was earned, not given, it counts as a key 
  to these dorms.  
  Characters that inspect the trophy case and succeed on a DC 
  12 Wisdom (Perception) check notice that the dust on the 
  shelves is skewed, suggesting objects are often placed there.  
   
  22. POTION BREWERY 
  When the adventurers first enter this room, a potions class is 
  being taught by Wormriddle the night hag (disguised as a 
  plump human woman wearing bright pink robes) unless she was 
  just encountered in Area 23. The class is a tangle of House 
  Nester and House Rantantar students. Wormriddle does not take 
  kindly to any tardiness or interruptions. If combat breaks out 
  here for any reason, most students flee but three mages side 
  with Wormriddle, hoping to curry favor. 
  The Lesson. Today's lesson is on the brewing of potions of 
  poison, which Wormriddle describes as a "nice shock after a 
  white elephant party." The adventurers are free to stick around, 
  if they don't cause too much of a ruckus. If so, they each make 
  a DC 15 Intelligence check using alchemists' supplies after an 
  hour of brewing. On a success, they each brew a potion of 
  poison. On a failure, it's a toxic sludge that Wormriddle has 
  them toss into the stone basin—which triggers an attack by the 
  poison weird (water weird) described in DotMM. Nobody 
  seems surprised at the attack and no one springs to the party's 
  defense, treating the creature's existence as just a part of life.   
   
  23. WORMRIDDLE'S SANCTUM 
  Like other characters in this supplement, the night hag that lairs 
  here does not attack intruders on sight but instead threatens 
  detention. Failing that, Wormriddle holds nothing back, fearing 
  for her life.  
  Alternatively, Wormriddle offers the adventurers arcane 
  knowledge in return for various acts, such as by giving her a 
  lock of their hair or tormenting an irksome student (such as 
  Jacob Anderbrood of House Rantantar). She can provide spell 
  scrolls of up to 5th level wizard spells that a wizard character 
  can then use to copy into their spellbook, consuming it.  
   
  23B. WORMRIDDLE'S DEN 
  Amongst the doll collection, the adventurers may find the black 
  quill, an unassuming magic item. The hag forces an irksome 
  student to write lines with this quill during detention; it uses 
  their own blood as ink and scratches the message into their 
  hand. See Appendix B and Special Events. 
  Doll Collection. For every day that the adventurers stay at 
  Dweomercore, there is a cumulative 10% chance she has gained 
  a body part of one character and used it to create a doll. If a 
  character is sentenced to detention with the black quill, she 
  automatically succeeds in gaining their blood.  
   
  24. HALASTER SAYS WHAT? 
  If the adventurers are admitted to Dweomercore as students, 
  you might hesitate to have the Halaster statues cast power word 
  kill. If you'd still like to showcase it, have a student that was 
  passing behind them fall prey to the spell right after the statues 
  echo their banal message. Alternatively, the trap might only 
  become active after curfew, if one is enforced.  
  If the adventurers don't become students and are instead 
  rampaging through the academy, run this area as it's written.  
   
  28. MORE HALASTER STATUES 
  See Area 24 of this supplement for details.  
   
  29. OLD BOOKS 
  Books abound in this chamber: tomes so dusty, so ancient 
  that to even open them might invite destruction. Frescoes 
  otherwise line the chamber's walls: a wizard tower 
  floating above a city pulverized by meteors; and another 
  depicting the Mad Mage riding triumphantly on the back 
  of a skeletal drake, his hair aflutter in the wind.  
  If the adventurers are admitted as students (or guests thereof) of 
  Dweomercore, the helmed horrors instead act as enforcers of 
  an arbitrary curfew. Any attacks they make are nonlethal.  
  
   
  114 
  30. DINING HALL 
  With the expansion of the student body from eight magi to over 
  a hundred, the dining hall must be expanded. Its dimensions 
  have been increased from 30 by 40 ft. to 60 by 100. Adjust 
  accordingly if combat breaks out in this chamber.  
  Seven tables now line the hall, each 30 ft. in length, reserved 
  for each individual house. They are arranged to line up with 
  each house's founder's tapestry on the northern wall.  
   
  32. STEEL-SHEATHED HALL 
  Shields and weapons of war have been melted together to 
  form the walls of this steel corridor.  
   
  HOUSE TROBRIAND'S DORMITORIES 
  Close inspection of the southeastern corner reveals that an iron 
  scorpion rests between a melted-down shield and a twisted 
  scabbard. Presenting one's palm to the scorpion causes it to 
  animate; it stabs the character, dealing 1 piercing damage. The 
  wall behind it then transforms into a doorway to a pocket 
  dimension: House Trobriand's dorms.  
  At any time, 2d6+1 apprentice wizards and 1d4 mages are 
  present inside the dormitories, studying, sleeping, or screwing 
  around. The dorms also feature a small workshop for those that 
  attempt to blend magic with metallurgy.  
   
  34. TRANSMUTATION CLASSROOM 
  Flames of shifting colors paint this chamber in a myriad 
  of tones. An iron cage lies nearby, empty, its door ajar, 
  rusted and forlorn. Inscribed upon the floor is a circle 
  ringed in arcane runes… and in it is a golden statue of a 
  young boy, his armed raised in victory.  
  If you run the Arcturia's Lecture special event, she delivers the 
  practical parts of the lesson here. 
   
  HOUSE ARCTURIA DORMITORIES 
  To enter the dormitories, a character must cast a transmutation 
  spell, after which a doorway forms in the wall. Most members 
  of this house use the gust cantrip. Thus, the dust of this hall is 
  always roiling when a member has entered the dormitories. 
   
  35. NECROMANCY CLASSROOM 
  There is no hiding it: this place reeks of man's most evil 
  pursuit: necromancy. The walls and roof are plastered 
  with skeletons: hundreds, if not thousands, of them, all 
  arranged in a decorative but ghastly manner in a way that 
  mocks the very essence of life itself.  
  Under this supplement, Nester's statistics have been replaced 
  with a boneclaw, the wicked remains of a wizard that failed to 
  achieve lichdom. Nester, sharp as he was in life, is a sadist 
  above all else. Flagging students are used as experimental 
  subjects in demonstrations of pain. Captives, such as goblins or 
  unwelcome adventurers, are utilized for lessons of death. 
  The adventurers themselves may be compelled to suffer as 
  Nester's playthings for accruing too many demerits or simply 
  because he takes a liking to them—especially if they entered the 
  room mid-lesson. Nester detests tardiness, after all. To refuse is 
  to be attacked (nonlethally). Nester is often secretly impressed 
  by characters that disobey or fight back. He immensely respects 
  those that manage to kill it. If slain, the boneclaw rejuvenates 
  in 1d10 days, returning to Dweomercore to continue lessons 
  after its "brief sabbatical." 
   
  TORMENT 101 
  When the adventurers first enter this room, Nester is 
  demonstrating the effects of a torturous spell he calls Immolate 
  Veins on a student by the name of Jacob Anderbrood, a member 
  of House Rantantar. Read: 
  Two dozen students—freshmen, clearly—watch with 
  horror while this… this skeletal thing with claws longer 
  than a man's arm lords over a student wracked with agony. 
  "So you see," the undead sneers, "The spell is nonfatal, 
  though its victim has nothing but to pray for a quick death. 
  Surely such a spell is out of you younglings' league—for 
  now—but rest assured that those among you that fail as 
  harshly as Master Anderbrood here will learn firsthand 
  how immolate veins is implemented." 
  Nester then continues with its lecture on torture for another 
  eight minutes while Anderbrood screeches and writhes in 
  agony. Many freshmen look queasy. Some smirk with 
  amusement, gods blast their wicked hearts. All, however, have 
  a hint of fear in their eyes. 
   
  36. WIZARDS' LIBRARY 
  Like Area 29 of this supplement, four helmed horrors in the 
  visage of Halaster are here. They act as particularly unforgiving 
  librarians. Any attacks they make are nonlethal, and they only 
  pursue characters from this area if a character has unpaid late 
  fees or has taken a book without checking it out. If a character 
  destroys a horror, the headmaster sentences them to 8 hours of 
  detention.  
   
  37. PROFESSOR BRING 
  If the adventurers stay here during one of Professor Bring's 
  lectures on Undermountain or xorns, you can read to them the 
  Dungeon History, described in DotMM, or the xorn entry of the 
  Monster Manual. No spoilers are there, save the Knot in the 
  Weave section. 
   
  38. "I JUST MET A GIRL NAMED SKRIANNA" 
  If the adventurers are not escorted by the headmaster, Skrianna 
  does not attack them, but still shows her true colors. 
  Unbeknownst to the party, she casts suggestion on one 
  character. Read the following: 
  A noblewoman saunters down the hall. Beside her 
  lumbers a steel construct etched in arcane runes—and 
  behind her a disgusting creature that appears to be a 
  floating, tentacled brain with a bird's beak. "Who in the 
  Nine Hells are you?" she demands.  
   
   
  
   
  115 
  Once the adventurers respond, add the following: 
  The woman glares, her hands balled into fists. "New or 
  not, you better learn your place here and quick. You 
  should go to Professor Nester's classroom." 
  Skrianna uses this last sentence as the suggestion in her 
  suggestion spell, knowing full well that Nester detests students 
  that enter the classroom late—so much so that he will use them 
  as subjects in his lessons on agony and necromancy. She points 
  them in the direction of Area 35.  
   
  41. DROP TO LEVEL 10 
  Dominating the center of this otherwise bland chamber is 
  a gaping hole carved into the floor. Peering down it, you 
  see nothing but darkness and feel nothing but a shiver 
  work its way up and down your spine.  
  The hole is under a permanent spell of darkness (save DC 17 to 
  dispel) and is steeped in rumor. They've named it the "shrieking 
  hole," for only a handful of students have ever descended to 
  Level 10, wherein they were slain by the banshees below. The 
  spirits' howls echo up the stone shaft, but they themselves do 
  not ascend into Dweomercore.  
   
  HOUSE RANTANTAR DORMITORIES 
  The entrance to House Rantantar's demiplane dorms is in one 
  of the alcoves of this chamber. The correct alcove changes 
  randomly throughout the day. To enter the dorms, one must ram 
  themselves into the wall. At any point, a bruised House 
  Rantantar student can be seen angrily hurling himself into solid 
  walls until finally finding the correct one.  
  When the adventurers first enter this room, the student is 
  Jacob Anderbrood, a human mage. As the lowest ranked 
  member of House Rantantar, his life is miserable. Jacob is 
  nearing his breaking point as he's forced to hurl himself into 
  wall after solid wall.  
   
  44. DWEOMERCORE'S BACK DOOR 
  When a creature approaches this area from Area 43, a glyph 
  triggers, causing Halaster's voice to boom, "This area is 
  forbidden to all students. Turn back now or face a thousand 
  deaths." The sound alerts the yugoloths stationed here.  
   
  45. HALASTER'S SANCTUARY 
   
  45A. SPECTRAL SKULL 
  All about you, the air grows thick. You aren't meant to be 
  here. Somehow, the lizard at the back of your brain knows 
  that this place is so forbidden, it's funny.  
  As you round the bend, a dais comes into view. An 
  arched double door carved with the faces of screaming 
  devils promises great reward, if not for the spectral skull 
  floating before it. Its eyes swing to you and it screams, 
  "You're not me!"  
  A force grips you! Hauls you forward for punishment! 
  You levitate above the floor before being smashed back 
  down, leaving varicose cracks in the tile!  
   
  45B. HALASTER'S STUDY 
  Given that it takes nine separate knock spells to open the door 
  to this chamber, Halaster has a spell lain here to announce the 
  following to intruders: 
  The voice of the Mad Mage slips out from the stones, 
  calm and… and a little impressed.  
  "Honestly," the voice says, "If you've made it this far, 
  you've earned it. A spare spellbook of mine's in the desk. 
  Go on! Take it! You've earned it, champ!" 
  The Mad Mage's spellbook is, of course, still warded with an 
  Elder Rune. 
  Reaching this area represents Spite Harrowdale's foremost 
  goal. He may appear behind the adventurers or come with them. 
  Expect blood if they won't hand over the spellbook. 
   
  46. DETENTION AREA 
  When the adventurers first enter this area, a number of House 
  Nester students are practicing torturous spells on the goblins 
  here—nothing fatal, but nonetheless excruciating.  
   
  47. DEVIL ON THE LOOSE 
   
  47A. ALAS, POOR YAREK 
  The scent of death and sulfur hangs heavy in the air. 
  Before a blood-splattered tapestry depicting devils and 
  demons locked into eternal battle lies a corpse: a black-
  robed young man sprawled across the tiles. Red streaks 
  lead to the wall to the north.  
  The devil can sense the presence of the adventurers as they 
  approach this area, meaning they can't take it by surprise. Read 
  the following: 
  A barbed voice invades your mind, scraping and 
  scratching at the most sensitive bits of your brain. 
  "I sense you, mortals. Trust not what that charlatan has 
  promised you. I alone can aid you. I alone can free you 
  from this infernal dungeon. I alone have the means to 
  fulfill your deepest desires. Think on this and know it to 
  be true. I am your savior made manifest in flesh. I can 
  rescue you from this crazed wizard's game and all I ask is 
  my own freedom in exchange. Scratch the glyphs. Free 
  me—and with me, yourself." 
  The bone devil lies just behind the illusory wall to the north. 
  It's ready to soar through in an awesome display, so as to 
  intimidate the adventurers. It then maneuvers itself to block the 
  doorway to Area 46B, though it can do nothing if the 
  adventurers enter Area 49 and escape via the secret door there. 
  Tactics. Once it becomes apparent that the adventurers won't 
  treat with the devil, it attacks, relying on these tactics: 
  • The devil has a flying speed of 40 ft., and a reach of 10 ft., so 
  it never needs to land—thus, it won’t. Martial characters must 
  find a way to overcome this disadvantage.  
  • Once a creature is hooked by its polearm, the devil rises to the 
  ceiling to repeatedly sting its prey (assume the ceiling is 30 
  ft. in height). If its victim escapes the grapple, they take 3d6 
  bludgeoning damage from the fall. 
  • If deprived of its polearm, the devil resorts to its claws 1d8+4 
  slashing damage).  
   
   
   
  
   
  116 
  SPECIAL EVENTS 
  You can spice up Dweomercore with any of the events below; 
  they assume that some adventurers are admitted as students, 
  even if only temporarily.  
   
  A CRIME MOST FOUL 
  An adventurer that runs afoul of Spite Harrowdale becomes the 
  suspect of a most heinous crime: unpaid library late fees. Spite 
  conjures a library book from A36 and uses his oni bodyguard 
  to plant it in the adventurers' quarters (the oni polymorphs into 
  a maid, student, or one of the other adventurers and might be 
  caught during the act). Spite then magically alters the library's 
  records, checking out the book to that character and creating a 
  false library fee of 412 gp. The four helmed horrors added to 
  Area 36 then pursue the adventurer, determined to beat both the 
  book and the fee out of them.  
  If Spite has his way, this raid will occur in the middle of the 
  night, interrupting a character's long rest. Once the destroyed 
  horrors are brought to light, the headmaster "investigates" but 
  does not punish Spite once it learns the truth.  
   
  ARCTURIA'S LECTURE 
  You can foreshadow Arcturia, a lich, by having her deliver a 
  guest lecture at Dweomercore.  
  Preeta Kreepa. If the adventurers encountered Preeta Kreepa 
  in Azrok's Hold on L3, they'll recall she was once an apprentice 
  of Arcturia, deformed for not meeting her master's exacting 
  standards.  
  The Cheeky Pluckers. If you used the adventuring party 
  described in the Companion's Halaster's Game chapter, the 
  players will encounter the surviving members of that doomed 
  band. Arcturia uses them as experimental subjects in her 
  lecture. Adjust accordingly if they all died on L3 or before. 
  A Warm Welcome. The headmaster announces Arcturia's 
  visit early in the day. She's honored in a welcome ceremony 
  during dinner that night in Area 30, the Dining Hall. Read the 
  following: 
  While the headmaster prattles on about this woman's 
  numerous achievements, about her peerless experience in 
  the Arcane, about her resolve to defy death through 
  lichdom, you cannot help but gawk. 
  This is no lich—aye, the rumors confirmed that 
  Arcturia, apprentice of the Mad Mage himself, resorted to 
  it, but this is not the body of a lich. Her skin is azure, her 
  fingers clawed. Gossamer wings spread from behind her 
  back and her hair is like honey. Her sundress ripples under 
  a constant breeze, but there is no wind in this chamber. 
  Arcturia has altered her form so much she does not appear 
  to be undead. She doesn't even appear to be human.  
  The next morning, juniors and seniors (including the 
  adventurers) are expected to attend her guest lecture in Area 20. 
  The lecture lasts 45 minutes and is an attack on "the 'immutable 
  form,'" a theory pushed by philosophers that mortal forms are 
  godly-given and to alter them is to reject divine design. Arcturia 
  then takes the upperclassmen to Area 34, wherein she shows off 
  the Cheeky Pluckers who have been melded with animals. She 
  mentions their history as adventurers she recently "plucked" 
  (she sneers when saying this) from the upper reaches of 
  Undermountain. Breaking them was easy, she says. 
  Assuming that the Pluckers all lived, if they were featured in 
  your campaign, they're alive and altered in the following ways. 
  Adjust accordingly. No matter their previous statistics, they are 
  now commoners. Their disfigurements cannot be undone by 
  any magic except a wish spell. 
   
  • Fiona dé Vaun, a LG human, once the boisterous leader of the 
  Pluckers now with the head of a moth. 
  • Four-Fingers, a N gnome, with the head of a shrew.  
  • Halberd, a LG dwarf, with the head of an aardvark.  
  • Sariel, a NE drow, with the head of a rabbit's. Her eyes are 
  alight with fear.  
  • Danny Elfman, a NG half-elf bard, is now armless. Hands 
  protrude from his temples. He plays a lyre in a macabre 
  manner that isn't half-bad.   
   
  Arcturia showcases these deformed adventurers like trophies. 
  "With the art of Transmutation all is possible," she says. 
  "Reshape the body and the spirit shall follow. Once proud, 
  arrogant, drunk on dreams of glory—now humble servants." 
  The lich releases the Pluckers into the students' custody for the 
  day, allowing them to use the Pluckers for practice with charms 
  of transmutation.   
  The Pluckers remember who they were and can still speak, 
  albeit in a horrific, screeching manner. They appeal to the 
  adventurers to put them out of their misery—but doing so 
  would surely incur Arcturia's wrath. Their one chance to do so 
  is tonight, as Arcturia is set to depart tomorrow. They can be 
  found in Area 42, the Guest Lecturer's Quarters. Thereafter, 
  they can be found on L14 (and, later, L23).  
   
  HAVE AT THEE, CUR! 
  One of the upperclassmen has beef with an adventurer and 
  challenges them to a duel, if the adventurer is a spellcaster. The 
  duel occurs in Area 17, which has a dome of antimagic (as in a 
  spell of antimagic) added to it. This precaution is necessary to 
  prevent outside influence during a duel. Duels are sanctioned 
  by the headmaster, but once a duelist shouts, “I yield!” the area 
  is immediately subsumed with the antimagic field. Thus, duels 
  to the death are possible (and accepted) but minor quarrels need 
  not deprive the Mad Mage of an apprentice.  
  Rules. The rules of the duel are simple: only spells can be 
  used; weapons, physical attacks, and items are forbidden. If any 
  outside character interferes with the duel, or if the arcanaloth 
  decides this debacle has gone on long enough, the duel is 
  immediately ended by the headmaster. The headmaster alone 
  can control the field of antimagic.  
  Combat. While the duel is in progress, only the adventurer in 
  question and the duelist roll initiative. Turns at your tabletop 
  must be lightning fast—a maximum of sixty, if not even thirty, 
  seconds for both participants. This is to highlight how quick the 
  duel is in real time. If a player cannot decide their turn in the 
  time allotted, they either default to the Dodge action or 
  counterspell spell (if they have it).  
  Spectators. Dueling is a favorite spectacle for the students, 
  who gather in this area to hurl cheers and jeers. A duel between 
  an adventurer and one of the upperclassmen draws a raucous 
  crowd.   
   
   
   
  
   
  117 
  BLOOD-LINES OF THE BLACK QUILL 
  A character runs afoul of Wormriddle's temper and the hag 
  sentences them to detention in Area 14. Their punishment is to 
  write lines—sounds simple, if even cumbersome, right? Alas, 
  the quill Wormriddle equips the adventurer with is a nefarious 
  implement of torture: a black quill (see Appendix A). It siphons 
  a character's blood as ink and scratches whatever text is written 
  into their hand.   
  The quill has the added effect of spiriting a little bit of the 
  wielder's blood to Wormriddle's den, so long as the quill is 
  within 1 mile of her lair. She then uses this blood to fashion a 
  doll (see Area 23B) attuned to that character. This process takes 
  one hour, after which she can use the doll against the character. 
  If a doll is fashioned after an adventurer, and an upperclassman 
  discovers it, they're likely to slip into Wormriddle's sanctum to 
  steal it for nefarious and sadistic purposes.  
  For every aggregate minute the character writes lines, their 
  hit point maximum is reduced by 1. A spell of greater 
  restoration can reverse this, as can finishing a long rest. As a 
  first offense, Wormriddle prescribes 1d6 minutes' worth of 
  lines. For future detentions, add another die for every offense, 
  starting at 2d6 minutes' worth.  
   
  TROLL IN THE DUNGEONS! 
  The Mad Mage has loosed a dire troll in the academy and the 
  beast is rampaging through the halls, slaughtering students. The 
  headmaster turns to the upperclassmen (and adventurers) 
  promising glory to the student that slays it—and that it shall 
  surely affect the upperclassmen's class rankings.  
  While dinner is being served to the student body in Area 30, 
  the troll enters Dweomercore from the western tunnel to the 
  Expanded Dungeon, between Areas 7 and 34. It then makes its 
  way to Area 32, becoming confused by the illusory villa of the 
  Illusion Classroom. Professor Figment materializes to lecture 
  on the disappointment that is the silent image spell, but the troll 
  repeatedly attacks it.  
  When the adventurers reach the room, Professor Figment 
  casts phantasmal killer on the troll. Alas, the troll is immune to 
  being frightened, though it can still take psychic damage. Now 
  with new targets to maul, the troll ignores Professor Figment.  
  Upperclassmen. Desperate to elevate himself, Nylas Jowd 
  joins the fray with his will-o'-wisps. Skrianna Shadowdusk, for 
  her part, sends in her shield guardian while Elan Tanor'thal, 
  tries to steal the killing blow.   
  EPILOGUE 
  If the adventurers were welcomed into the academy, the source 
  of their experience belongs to the High Wizard Tournament. 
  They should thus ascend to 11th level after leaving this level. 
  Choose one of the narrations below to cap off your final 
  session in Dweomercore. They're written with the assumption 
  that the adventurers competed in all three challenges of the High 
  Wizard Tournament and that Ezzat appeared as the climax.  
   
  THE STANDARD SEND-OFF 
  You can't say you're surprised. After everything you've 
  seen, it cannot surprise you that these are the sort of folks 
  the Mad Mage would take on as apprentices. Prima 
  donnas, all of them. If only they could trust, then perhaps 
  they could achieve, but alas, they know they themselves 
  cannot be trusted and therefore they cannot trust others. 
  Those bastards would never make it as adventurers.  
  With another level of Undermountain beheld and 
  bested, you look towards the earth knowing full well that 
  the worst is yet to come.  
   
  THE HOST'S SEND-OFF 
  The Mad Mage's voice echoes across your addled brain: 
  "And so, our contestants have upstaged my finest pupils 
  here in this factory of disappointment. They have what my 
  students lack: gumption, and make no mistake, audience, 
  I can appreciate some gumption. Gumption aplenty will 
  be necessary to defeat Ezzat, that treacherous cur, He 
  Who Spurned My Tutelage, the hypocrite too "pure" to 
  study under my mountain but pursued lichdom anyway. 
  Shall our contestants lay him low at long last? Find out 
  next time on Dungeon of the Mad Mage!"  
   
   
   
  
   
  118 
  LEVEL X: MUIRAL'S GAUNTLET 
   
  "You will make for a fine corpse… and together, we shall dance in these dead halls forevermore," – Muiral the Misshapen 
   
  QUICK NOTES 
  • 
  Ideally, the adventurers should first encounter 
  Muiral, who escapes or sends them fleeing. 
  Overhearing Vlonwelv on her pulpit, they're 
  invited into drow territory. Vlonwelv tasks 
  them with slaying Muiral. Xarann, the 
  House Freth spy, attempts to assassinate 
  Vlonwelv.  
  • 
  This level is about handing tools to your 
  players, allowing them to plot Vlonwelv's 
  assassination through characters such as 
  Sornnozz (A13), Xarann (A17D) and 
  Gorzil (A22 or A30). They need not storm 
  House Auvryndar.  
  • 
  The adventurers can at last make it back 
  to the surface, if they reach Area 8 and 
  present a magic wand (which can be found 
  in Area 2—convenient, right?). 
  • 
  Review the Vlonwelv’s Pulpit sidebar in 
  DotMM; it’s heavily utilized in this supplement. 
  It's used to fill in the blanks (that the drow are 
  against Muiral, that a House Freth spy is suspected among 
  the drow) and just generally annoy the adventurers or 
  provide ironic comedy.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • The adventurers surely already met House Auvryndar on L3 
  and L4. If those forces survived, they may have sent word to 
  Vlonwelv. If they did not, Vlonwelv must surely wonder why 
  her children have stopped answering her.  
  • The Eye of the Spider quest described in DotMM's Overview 
  chapter. The objective can be found in Area 8. Even if the 
  adventurers never returned to the surface or completed the 
  quest's prerequisite, they might recall overhearing a 
  discussion in the Yawning Portal about the "Eye of the 
  Spider," a fist-sized emerald famously stolen by the dwarf 
  adventurer Falkir Gravelfist.  
   
  HALASTER'S GAME 
  The Mad Mage has two goals to this level:   
   
  MUIRAL'S UGLY MUG 
  The Gauntlet is infested with mirror gates for but one reason: 
  Muiral abhors his own reflection. The Mad Mage, who has long 
  considered Muiral a disappointment, loves to torture the poor 
  bastard in these tiny, incessant ways. As for Muiral, he could 
  leave Undermountain (the Knot in the Weave notwithstanding) 
  if he could only tolerate a glance of himself.  
  When the adventurers reach the Gauntlet, Halaster challenges 
  them to force Muiral into looking at a mirror; he even conjures 
  for them a handheld mirror. Muiral can only be forced to look 
  into a mirror whilst incapacitated or restrained. Halaster warns 
  the party that illusions won't count; Muiral has to take a good, 
  long look at the real deal. He rewards them with a spell scroll 
  of hold monster or teleports them to L12 (their choice).  
  THE AUVRYNDAR ARMAGEDDON 
  Halaster also hopes to see House Auvryndar toppled, 
  but to sic the adventurers on them would be too easy. 
  He's instead bestowed a charm of tongues on 
  Gorzil, the troglodyte, which puts him under a 
  tongues spell. The Mad Mage hopes to see Gorzil's 
  natural cunning lead to a successful rebellion 
  against the drow. To be felled by creatures so low 
  would deeply humiliate the elves—and that's 
  what Halaster wants. He wants Vlonwelv to go 
  to her grave knowing that the vermin she chose 
  not to stamp out got the better of her.  
  Likewise, Halaster is aware of House Freth's 
  spy, Xarann A'Daragon. While he won't lift a 
  finger to help the drow's plot to assassinate 
  Vlonwelv, he trusts that the adventurers will 
  naturally meddle. He doesn't need to tell or even 
  challenge 
  the 
  party 
  into 
  toppling 
  House 
  Auvryndar, he just simply expects them to. And if 
  they 
  don't? 
  Well, 
  the 
  show 
  goes 
  on. 
   
   
  MUIRAL'S MAD DASH 
  Muiral is the crux of this level—and the party must be pitted 
  against him, either at the behest of the Mad Mage or Vlonwelv 
  Auvryndar. They should first encounter Muiral's undead, then 
  drow that can attest to the monstrosity.  
  While it's difficult to map everything out with player agency 
  and so many available routes, try to set up this chain of events: 
  • The party reaches Area 1; Halaster conjures a handheld mirror 
  to an adventurer's hand (if Muiral's Ugly Mug is run). After 
  initial inspection of the area, Muiral's dead come crashing in 
  from Area 7. 
  • The party is driven towards Area 5A, wherein they meet a 
  drow patrol that invites them to an audience with Vlonwelv 
  Auvryndar. The Auvryndar Escort special event occurs. 
  Muiral overwhelms the party and forces them into Area 6. 
  • If the party instead goes to Area 7, Muiral lurks there but does 
  not attack. The party encounter the same drow patrol just 
  outside Area 9. On their way back to A6, Muiral ambushes 
  them (see the same special event above). If they instead go 
  through Area 11 to reach Area 30, Muiral attacks in Area 11. 
  • The party teleports from Area 6A to 6B and finds themselves 
  in drow territory. The drow in Area 13 invite them to see 
  Vlonwelv if they aren't already escorted. If combat breaks 
  out, Sornnozz betrays his kin and informs them of Xarann's 
  plot to rescue Tazirahc in Area 19 and assassinate Vlonwelv. 
  • The party either cuts their way through the drow or meets 
  cordially with Vlonwelv, who tasks them with slaying 
  Muiral. If they refuse, she has them killed. While here, they 
  might encounter Gorzil the troglodyte, who can be incited 
  into toppling House Auvryndar, thus aiding Xarann's plan.  
   
   
  
   
  119 
  • If the party chase after Muiral, they encounter him in either 
  Area 7 or 11; he flees to the other when reduced to half his 
  hit points or a few rounds after the handheld mirror comes 
  out, in which case he grows even more desperate to escape.  
  • The adventurers either return to topple House Auvryndar or 
  take the route to Level 11, which is shown to them by Xarann, 
  Vlonwelv, or Gorzil.   
   
  ROLEPLAYING MUIRAL 
  Muiral is a spitting image of Halaster's horrid psyche. He's as 
  much a victim as he's an accomplice in his own disfigurement—
  for was it not Halaster's choice to settle below Undermountain, 
  so close to the Knot in the Weave? Was it not Halaster's endless 
  torments and deprivations that lead to Muiral cutting away what 
  he could of himself?  
  Voyeurism. Muiral is, first and foremost, a voyeur. He has set 
  up arcane eyes throughout the Gauntlet that he can peer 
  through. One floats in Area 12 to watch over the drow he's 
  lobotomized and twisted into grotesque monstrosities. Under a 
  spell of greater invisibility, he enjoys following visitors to the 
  Gauntlet, judging whether or not they'd "make a pretty corpse" 
  (as if it would stop him from adding them to his horde).  
  The Dancer. Once upon a time, long before Undermountain, 
  before Halaster, Muiral was quite the dancer, quite the bachelor. 
  Oh, how he loved to dance. He lives vicariously through his 
  drow victims in A12 and his undead in general, who he has 
  saunter and spin and waltz in these dead halls. Never are his 
  minions idle; they're always in a dance of some sort, no matter 
  how macabre a sight it may be.  
  If Muiral ever grapples a character, he clutches them as if 
  they were his dance partner; when he moves, he waltzes.   
  Boogeyman. Muiral detests the Mad Mage—but, more than 
  that, he's terrified of him. In the years since his isolation began, 
  since his body changed, he has come to equate Halaster as a 
  boogeyman. It doesn't help that Halaster blows off steam by 
  tormenting Muiral with mirror gates, puddles, and elven fashion 
  magazines (see Area 4). Muiral considers Halaster the source 
  of all his misery, as a locust that's gone to town on the crop of 
  his mind. His disfigurement? The fool actually considered it a 
  necessary measure to thwart Halaster's "influence" over him.  
  Sample Dialogue. Use any of the following quips: 
  • “You’d make a pretty corpse.” 
  • “You and I will dance together. Forever and ever." 
  • "The Mad Mage has no sway over me! The heart he touched 
  has been cut away!" 
  • "Yes, just like that… Pirouette, jump, twist, smile, smirk, 
  pirouette. You'll do nicely."  
  • "There is nothing but the Gauntlet. Welcome home. Welcome 
  to the Sanitarium. Here you will be cleansed." 
  • "You will make for a fine corpse… and together, we shall 
  dance in these dead halls forevermore." 
   
  Muiral's Tactics. Muiral, a peerless warrior that attracted the 
  patronage of Halaster himself, follows these tactics in battle. 
  "LA" refers to his Legendary Actions. 
  • Muiral has blindness/deafness prepared instead of fog cloud 
  so that he can enter the Temple of Lolth without concern for 
  the banshees lairing there.  
  • Muiral, that voyeur, always lurks under a spell of greater 
  invisibility.  
  • With 50 ft. of movement and legendary actions, Muiral can 
  come out of nowhere. Combining a Dash action and the 
  Retreating Strike LA gives him a total of 150 ft., albeit split 
  across his turn and the next creature's turn.   
  • As noted in the module, Muiral uses wall of force to divide 
  parties and engage an enemy in single combat. Muiral does 
  relish the feel of a sword in his hands, doesn't he? 
  • When he needs to retreat, Muiral uses a LA to cast shocking 
  grasp or use his Retreating Strike. The former is preferable 
  when there's only one foe capable of hitting him with an 
  opportunity attack; the latter when he is surrounded and needs 
  a burst of speed.   
  • When Muiral is feeling especially vengeful, or when the 
  handheld mirror comes out, he hits a foe with finger of death, 
  adding another zombie to his harem. See App. B for statistics.  
   
   
   
   
  A FRESH COAT OF PAINT 
  Like most of Undermountain's levels, the actual size of the 
  Gauntlet is limited by the mapmaker. You can really capture 
  the true feel of Muiral's lair by artificially inflating the 
  Gauntlet's size. Passageways infested with traps and undead 
  of indeterminate lengths lie between areas on the map. You 
  don't need to devote any more time at your table by mapping 
  these out or playing out any fake combat. Simply narrate that 
  your adventurers tangle with undead and hidden traps, 
  suffering cosmetic scratches and wounds throughout.  
  If you do need to add a bit of weight, start encounters in 
  media res. Tell your Fighter, "As you tangle with the dead, a 
  skeleton peppers you with arrows. One finds the chink in the 
  armor; you take 1d6+2 piercing damage." Likewise, this 
  damage is adjustable. It can be as low as 1 point of damage.  
  
   
  120 
  AREAS OF NOTE 
  The following areas are of note: 
   
  1. SHATTERED MIRRORS 
  Another day, another level. From Dweomercore, the 
  corridor flattens out upon a chamber rank with the scent 
  of rotting flesh. Shards of glass litter the floor—mirrors. 
  Their empty frames line the walls. As you survey the 
  chamber, you catch a glimpse among the glass: Halaster's 
  smirking visage. His voice worms its way into your mind:  
  "Welcome to Muiral's Gauntlet, home of my maddest 
  apprentice, that ugly bastard. The drow parasites have the 
  gall to claim this lair as theirs—and look, just because 
  your ancestors carved these chambers and erected these 
  temples doesn't mean you've got any leg to stand on in 
  court. Especially my court." 
  Muiral's Ugly Mug. If you intend to run this variant, Halaster 
  adds the following: 
  "I've a request—nay, a challenge!—for you, my dearest 
  contestants. Muiral, my poor apprentice, my poor 
  bodyguard, cannot tolerate his own reflection. Shuns it. 
  Shatters mirrors, stomps through puddles. Force Muiral to 
  gaze at his own self and you shall be rewarded! Ah, but I 
  know what you're thinking—I always know what you're 
  thinking—and illusion magic will not count. This has to 
  be wholesale! He must confront the real deal!" 
  Regardless of the party's decision, Halaster teleports a handheld 
  mirror into one adventurer's hand. 
  Vlonwelv’s Pulpit. Just as the adventurers are about to leave 
  this area, Vlonwelv shouts across the Gauntlet, “House 
  Auvryndar would like to cordially invite all guests of the 
  Gauntlet to meet with High Priestess Vlonwelv. Guest right 
  shall be sworn and abided by, praise Lolth! Please see the Star-
  Crossed Lovers statues just south of the Gauntlet’s entrance. 
  Muiral, you’re not invited.” 
  Muiral's Dead. A wave of undead crashes into the room from 
  Area 7A before the adventurers can leave this area: 1d8+2 
  zombies, 2d4 skeletons, and three ghouls. These are the 
  freshest of Muiral’s creations. The zombies are clearly drow. 
  They attack the party indiscriminately.  
   
  2. SECRET HALLWAY 
  The secret door to is protected by a glyph of warding inscribed 
  by Muiral that activates its explosive runes effect whenever an 
  elf touches it. All creatures within 20 ft. must make a DC 17 
  Dexterity saving throw or take 5d8 cold damage. To notice the 
  glyph requires a DC 17 Intelligence (Investigation) check.  
   
  3. HAUNTED TEMPLE OF LOLTH 
  If Muiral is fought here, he uses the banshees to his favor; once 
  the party turns the tables on him, he casts blindness/deafness on 
  himself, which he has prepared instead of fog cloud.  
  Unless a character uses their reaction to identify the spell (a 
  DC 17 Intelligence (Arcana) check, per the rules in Xanathar's 
  Guide), they won't know what he cast. Muiral then dashes into 
  the temple, hopefully with the adventurers hot on his tail. Their 
  presence pisses off the banshees who unleash their Wails, but 
  Muiral, that now-deaf bugger, succeeds on the save.  
  4. LABORATORY 
   
  4A. DISEMBODIED VOICE 
  Per Vlonwelv's Pulpit, the drow announces in Elvish, "Gelgos 
  Argonrae and Jevan Kron'tayne are to be commended for the 
  capture of a House Freth spy. Rewards shall be paid to both 
  their houses. Praise the Spider Queen!" 
   
  4B. LABORATORY 
  Since Muiral abhors his own reflection, he's thrown a tattered 
  drape over the mirror gate here.  
  Likewise, in addition to Muiral's invitation as a guest lecturer 
  to Dweomercore, Halaster has sent him a cornucopia of elven 
  fashion and beauty magazines, just to dig at Muiral. These 
  magazines are piled up near the pneumatic tube, some moldy, 
  some fresh—in fact, the top-most is dated from last week. If the 
  adventurers haven't returned to the surface in a long while, use 
  this to subtly mention that they've been down in Undermountain 
  far longer than they thought: it's been weeks since they last saw 
  the sun. Perhaps the Knot in the Weave has plunged them into 
  a fugue state or muddled their measure of time.   
  Additional Loot. An alchemist's laboratory is often a 
  welcome surprise to exhausted adventurers. If the party spends 
  10 minutes searching the laboratory, they can make a DC 14 
  Intelligence (Investigation) check to find a faux tile in the wall 
  that causes an 8-foot-section of the wall to recede, revealing a 
  shelf of potions: 2d4+1 potions of healing, a potion of lightning 
  resistance, a potion of diminution, and a philter of love Muiral's 
  longing to use.  
   
  5. DILAPIDATED ROOMS 
  When the adventurers first enter this area, they hear the sounds 
  of battle: shouts of alarm, orders issued in Elvish, and the howls 
  of the hungry dead. A drow elite warrior and 2d4 drow are 
  fighting a ghoul and 1d6+1 zombies in Area 5C. The elite 
  warrior's name is Jevan Kron'tayne. See the special event, 
  Auvryndar Escort for details on the aftermath, where he invites 
  the adventurers to come to Auvryndar territory.   
  Vlonwelv’s Pulpit. After the battle, Vlonwelv announces, 
  “Patrol Six, your efforts are commended. Report to Captain 
  Zress upon your return for immediate redeployment." This 
  provokes groans from the surviving drow, who were looking 
  forward to a break after this foray with the undead. 
  The drow also inform the party of the statue in Area 6A that 
  can teleport them to Auvryndar territory.  
   
  6. TELEPORTATION STATUES 
  These statues are the easiest way for characters to move from 
  Muiral's territory to the drow's. The only other path is to go 
  through Area 11F down to Area 30, where a contingent of drow 
  watch for invaders.  
  Muiral's Mad Dash. If Muiral turns the tables on the party, 
  he pushes them into A5 with his undead hot on the adventurers' 
  heels. The character with the highest passive Perception hears 
  the Elvish whisper and a feeling that beckons them towards this 
  secret room. The whisper says, "Touch my stony flesh to 
  escape. Deliver a kiss to my star-crossed lover." 
  If the adventurers oblige, they teleport to the other statue in 
  6B, placing them firmly in drow territory. Dran'l's statue has his 
  lips puckered, ready to receive the adventurers' kiss. Until they 
  deliver, they cannot teleport again from this statue.  
  
   
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  7. HALLS OF SELVETARM 
  Halaster's voice again; the Mad Mage must be bored 
  today: 
  "Behold, Selvetarm, the Spider That Waits. A god of 
  war, a god of blood. By the way, watch out: the fallen 
  elves will wail away your soul!" 
  This last bit from Halaster is, of course, a lie, but also a hint at 
  the banshees in Area 3.  
   
  7A. COBBLESKULLS 
  As you trudge through this chamber, you realize with a 
  start that it is carpeted with skulls—wallpapered with 
  skulls, all yellow and brittle with age. But can you truly 
  say you're surprised? 
   
  7B. HALL OF THE SPIDER THAT WAITS 
  Halaster was right: here is the Spider That Waits. It clings 
  to the ceiling of this darkened chapel, a massive, stone 
  tarantula. Its eyes are eight massive rubies, all glittering 
  in the torchlight. Below the spider stand eight drow 
  statues, all carved with various looks of horror. Why, 
  though, would drow fear their own god?  
  The rubies are worth 750 gp apiece and can be pried away with 
  a crowbar or similar implement with a DC 15 Dexterity (Sleight 
  of Hand) check. A failure chips the gem, diminishing its worth. 
  Auvryndar Escort. See the special event. If the party have yet 
  to encounter the drow patrol, they're resting just outside 7B, 
  north of Area 9A. Muiral waits until the adventurers and drow 
  pass through this area again before attacking. Undead burst in 
  from A9 when Muiral seems to be outmatched; they consist of 
  2d4+2 zombies, 1d6+1 skeletons, and two ghouls, as described 
  in the special event. The drow call for a retreat to Area 6A.  
  Muiral's Mad Dash. When the adventurers set out again to 
  hunt down Muiral, his last stand might be made here. Whether 
  or not, he can use a legendary action to blast away at the stone 
  tarantula's legs. He destroys two legs per legendary action 
  spent. Those underneath it when five legs are destroyed must 
  make a DC 15 Dexterity saving throw against 12d10 
  bludgeoning damage, or half as much on a success. 
   
  8. THE FATE OF FALKIR’S FIST 
  Within this chamber, harmless spirits reenact their final 
  moments ad nauseum. These dwarves aren't hostile; they don’t 
  even acknowledge any passerby. Read the following: 
  Azure light paints the chamber. Well-used archery targets 
  are pincushioned with arrows. A mirror whose frame is 
  carved in arcane sigils stands against the wall—and 
  before it lie four skeletal dwarves.  
  Once the adventurers enter the chamber wholesale, the ghosts 
  appear. Add the following: 
  The azure light warbles and carves itself into four areas, 
  separated by patches of darkness. Slowly, they form into 
  four dwarves. “Ye left him!” one dwarf accuses another. 
  “The scorpion had already got him, Falkir!” the dwarf 
  hisses back. “I stood fast, but Loken was already dead!”  
  The other dwarf spits on the floor and turns his attention 
  to the other two, who fumble with the mirror. “Have ye 
  figured out how to turn on that damn thing?” he asks.  
  “Nay, and I fear—wait. Ye hear that?” 
  The room rumbles under the pitter patter of several 
  feet—and a monstrosity bursts into the room, half-man, 
  half-scorpion, but wholly unnatural! The dwarves reach 
  for their weapons but it’s too late! Falkir has already been 
  speared by that massive stinger and another dwarf has had 
  his flesh boiled off by a blast of lightning! The creature 
  makes quick work of the third and whispers to the last 
  dwarf, “You’ll make a pretty corpse.” 
  With a terrible wail, the spirits disappear. The azure 
  light winks out. Halaster’s voice worms its way into your 
  mind: “Front row seats to a play you didn’t pay for. Lucky 
  you.”  
   
  9. GOD-WATCHED GATES 
  Regardless of where the party enters this area from, read:  
  Halaster's whisper slips into your mind once again, 
  scornful and irreverent: "Behold the darkened deities of 
  the vile drow. Theirs is a pantheon born by blood and 
  treachery. My kind of gods."  
   
  9A. THE ELDER EYE 
  Darkness has swallowed all light here, no matter the 
  source. Something… Something juts out of the darkness. 
  Something that wheezes, bleeds, shedding a sound of 
  ichor sliding across stone and the passage of foul water 
  through a sewer system.  
  If the adventurers dispel the magical darkness, read the 
  following when the statue is first seen:  
  As you tear apart the darkness, you see it: an effigy, a 
  carved pillar of ooze. It has no eyes, but too many faces. 
  It's wet. It bleeds a translucent fluid that can only be seen 
  by its sheen under the torchlight. Its many tentacles 
  beckon you forward—and as your gaze falls upon it, its 
  eyeless gaze falls upon you.  
  The statue bleeds a translucent fluid. Creatures that ingest this 
  fluid (likely by standing below the statue with open mouths) 
  regain 1d4+8 hit points. These characters cannot gain this 
  benefit from the statue more than once a month. The character 
  must also make a DC 16 Constitution saving throw. If they fail, 
  an oozeling begins to grow within their stomach. In 1d4 days, 
  the character begins to take 7 (2d6) acid damage each day. 
  Finally, 1d4 days later, the ooze, which has the statistics of a 
  black pudding, eats its way out of their stomach, dealing 45 
  (10d8) acid damage. The ooze bubbles out of their every orifice, 
  recollecting itself within 5 ft. of that character. The character 
  should count themselves lucky—this is the greatest sacrament 
  of the Church of Ghaunadaur. A spell of greater restoration 
  prematurely cures the character of this deadly illness.  
  Halaster's Game. If you run Halaster as the host of Dungeon 
  of the Mad Mage, his hit transplanar gameshow, then read the 
  following advertisement from the Halaster's Game chapter. 
  The message comes from the statue of Ghaunadaur. 
   
   
  
   
  122 
  A voice thunders throughout the chamber, proudly 
  shilling an advertisement: "This episode of Dungeon of 
  the Mad Mage is brought to you by the Ghaunadaur ooze-
  clerics roosting below Undermountain: fhinala-pekta-
  een-een-pa-pha! Paa-pha! The Church of Ghaunadaur is 
  not responsible for any caustic burns, mutations, or 
  reduction to jelly matter that will definitely occur during 
  or after baptism!" 
   
  9B. THE MASKED LORD 
  Shadows dance with a life of their own here. The doors at 
  the hall's end are smeared red with old blood, and standing 
  before them is a statue of an elven thief. A mask hides his 
  eyes and his arm is twisted behind his back, hiding a blade 
  of stone.  
  When a character approaches the statue, read: 
  The statue's lips curl into a cruel smirk, uttering a single 
  word: "Fool." It strikes out at you with its shortsword—
  you twist, dodge, but to no avail. The stone sword bites 
  deep. As you prepare yourself for battle, the statue settles 
  once again.  
   
  9C. THE DARK MAIDEN 
  Moonlight shines upon an elven maiden frozen in a 
  pirouette. She wears little; she is the very picture of 
  beauty; her smirk sings a song all its own and her arms… 
  Her arms are outstretched, her hands curled, as if to 
  embrace the world—or some object.  
   
  10. QUEEN’S PARLOR 
  What was once an opulent parlor has been trashed in a fit 
  of rage. Crystalware lies shattered. A divan has been 
  cleaved in two by what could only have been a longsword. 
  A footstool has fallen onto its side—the horror! Above, 
  lanterns carved in spidery images glow with violet light, 
  hanging from a latticework of spider silk. 
  Vlonwelv’s Pulpit. When the adventurers enter this area, 
  Vlonwelv announces, “We are coming for you, Muiral! Your 
  days are numbered! The Temple of Lolth shall be ours as it was 
  in ancient days past!” 
   
  12. BALLROOM 
  What may have once been a lavish ballroom is instead 
  inhabited by ghastly horrors better left in fiction. Two 
  deformed giants are locked in a grotesque waltz. Their 
  limbs are utterly wrong and ill-proportioned. Their hateful 
  eyes gleam. Worse yet, you cannot shake the sense that 
  they were once drow. 
  The Mad Mage again! His voice whispers to you, 
  "Muiral did love to dance in the days of old. Loved it only 
  just less than watching others dance…. And now that 
  voyeur has his pair."  
  When the deformed drow attack, it's in tandem. Truly it takes 
  two to tango, for their morningstars come in a steel dance. They 
  prefer to grapple targets and force them into a ghastly waltz. 
  The giants are not graceful at all but seem to throw their all into 
  the performance, lest they be scourged by Muiral later.  
  Vlonwelv’s Pulpit. After the narration above, Lady Vlonwelv 
  announces, “The Spider Queen watches over all her children. 
  Praise Lolth!” 
  Muiral's Eye. An arcane eye similar to Halaster's floats 
  within this room—a sensor crafted by Muiral to always watch 
  his dancers. He cannot hear through the eye and must use his 
  action to peer through it. Roll a d100. On a roll of 41 or below, 
  he's watching now or peers through the eye mid-combat. If the 
  giants are slain, Muiral resolves to find replacements. Next time 
  he meets the adventurers, he brandishes the same elixirs he used 
  to deform the drow and says, "The show must go on! Two will 
  do. Two to tango, to tango from now until the End Times."  
  If Muiral can, he kidnaps an unconscious character and brings 
  them to Area 4, wherein he experiments on that character to 
  create another monstrous dancer. This process takes 1d6+2 
  hours to complete.   
   
  13. VESTIBULE 
  When the adventurers enter this chamber, the drow do not 
  immediately attack—they have orders to bring any guests to 
  Lady Vlonwelv. Read the following: 
  "Hold your fire!" shouts an elf, standing before his 
  amassed kin with empty arms. "Outsiders! My fair lady, 
  Vlonwelv of House Auvryndar, has invited all guests to 
  the Gauntlet to meet with her at the Spider Throne. Swear 
  before the gods to raise no blade nor offer any insult to 
  our liege and we shall do the same!"  
  If the adventurers accept, or if they're being escorted by drow, 
  they're led through to Area 15 and 17D, past Xarann A'Daragon, 
  the House Freth spy. Once there, Sornnozz and Xarann may 
  turn on their kin, unless they choose to speak to the party in A14 
  during a rest. 
  If the party refuses the offer of peace, the drow attack. When 
  Sornnozz betrays his kin, read the following, focusing on one 
  martial character. This narration is purely for drama; the 
  character in question isn’t hit, damaged, or knocked prone. 
  Steel sings! The drow hurls his insults in Elvish! You 
  parry his first blow, but his leg sweeps you off your feet! 
  You crash to the floor shoulder-first, pain blooming like 
  springtime flowers. Just as the drow is about to finish the 
  job, his eyes go wide—a dagger has impaled itself into his 
  ear.  
  As the corpse slumps to the floor, another elf offers his 
  hand. “We’re on the same side, you know: against these 
  Auvryndar curs. Listen well, for we've little time left.” 
  Sornnozz hastily explains to the adventurers his role as Xarann's 
  confidant. Use the following dialogue:  
  • “There’s little time to explain—I, my new friends, am a spy! 
  Or rather, a spy for a House Freth spy! My master has 
  infiltrated House Auvryndar and plots their downfall! Shall 
  you join us?” 
  • “I have been abused all my life for the accident of my birth. I 
  would sooner languish under Lady Freth than Vlonwelv 
  Auvryndar.”  
  • “Xarann plots to empower the troglodytes and engineer a 
  rebellion. Little that’ll do—but while Vlonwelv’s distracted, 
  that’s when the dagger’s slipped into her sides.” 
  • “Xarann keeps a tight ship. Others serve him, yet our identities 
  are kept secret, lest we be tortured.” 
   
   
  
   
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  14. GUEST APARTMENT 
  If the adventurers meet with Vlonwelv and accept her mission, 
  they might persuade her into allowing them a short or long rest. 
  If so, they can sleep here. Drow, however, spy on them: Kereth 
  Ichorzza, the drow mage found in Area 19, uses invisibility and 
  detect thoughts to great avail. Likewise, Xarann A'Daragon 
  might slip into the apartments to invite the party to join his 
  assassination plot.  
  Vlonwelv's Pulpit. Whilst here, Vlonwelv announces, "The 
  Spider Queen blesses House Auvryndar! The battle to break 
  House Freth's hold on the passages below brings victory after 
  victory. We have seized key positions formerly held by our 
  enemy. The defeat of House Freth is inevitable. Praise Lolth!" 
  If the adventurers rest here, they're awoken by a second 
  announcement: "Pay no heed to false reports of an attack on our 
  stronghold above. Our forces under the command of T'rissa 
  Auvryndar have taken the ruins of Stromkuhldur. Skullport and 
  Undermountain shall quickly follow. Praise Lolth!" 
   
  17. THE DARK SELDARINE 
  Vlonwelv's Pulpit. When the adventurers enter this area, 
  Vlonwelv announces, "The Seldarine favor the faithful! The 
  Spider Queen hears all praise and all doubt, praise be hers!" 
  Thereafter, the Mad Mage whispers to the party; if there's a 
  drow among them, they feel Halaster's full attention on them 
  like the warmth of a hot sun. Read: 
  Halaster's decrepit voice is full of mirth when it blooms 
  in your skull—like weeds in spring: 
  "The drow would like to believe that their gods watch 
  over them, that these temples guarantee favor or 
  protection. Little do they know—but fear all the same—
  their gods have no power here. I am the closest thing to a 
  god in Undermountain and no amount of prayers can 
  scrub away my taste for suffering." 
   
  17A. TEMPLE OF GHAUNADAUR 
  The walls of this wretched place are wallpapered in green 
  slime that shivers, bleeds and huffs. Within a glistening 
  glass altar, veins of silver and black glitter. Every surface 
  is wet with the stuff.   
  When the gray oozes within the altar attack, add a special action 
  to these psychic creatures: as an action, they can psionically 
  move a patch of green slime (see the sidebar) up to 40 ft., 
  dropping it onto a character. The oozes do this on turns when 
  they can't use their Psychic Crush ability.  
  If the adventurers never entered Area 9A, the Mad Mage 
  shares the same Transplanar Advertisement from the Church of 
  Ghaunadaur (see Area 9A).  
   
  17B. TEMPLE OF KIARANSALEE 
  There is nothing in this blighted temple but the reek of 
  death and decay. Nothing beyond an altar fashioned from 
  shinbones and plastered in broken knuckles.  
  When the ghost possesses a character, having offered a prayer 
  to Kiaransalee, read the following: 
  You shiver under a sudden, foul wind that ripples through 
  this hall, and on it rides a whisper: "Kiaransalee." A 
  presence fills you, starting at your extremities before 
  seizing your heart and using your body as a vehicle. You 
  fight it, a rabbit flinching from its master's hand, unable 
  to escape the pen. You fight it to no avail, and watch with 
  horror as your body moves forward to lay a hand on the 
  doors, wondering what horrors lie beyond. 
   
  17C. TEMPLE OF SELVETARM 
  This temple is painted with a crimson mural: smeared 
  blood shaped into web-like patterns. A wrought iron altar 
  bears a red indentation in the shape of a hand—and above 
  it floats a shortsword, its bloodstained blade pointed 
  downward.  
  At your discretion, the character that presses their cut hand to 
  the altar must make a DC 12 Constitution saving throw or gain 
  an infection that incubates over 1d4 days. On the final day, they 
  become poisoned for 1d4+3 days or until a spell of lesser 
  restoration is cast upon them. It's the little things that remind 
  such mighty heroes that they're still frail mortals, right? 
   
  17D. TEMPLE OF VHAERAUN 
  Whispered prayers bounce off the stones of this place. A 
  drow kneels before an altar of crimson stone. Black 
  curtains hang from the wall on long-rusted hooks. 
  As you creep forward, the drow's prayers fall silent. He 
  whips around, drawing a dagger—and pauses.  
  "My prayers," he breathes, "have been answered." 
  Xarann A'Daragon presents a layer of intrigue to this level, and 
  is therefore instrumental to its plot. Use him to great avail; he 
  explains himself as a House Freth spy and describes the plight 
  of Tazirahc, his friend and co-conspirator that took the fall 
  when House Auvryndar discovered their plot.   
  The Mask. Xarann's Charisma (Deception) bonus is bumped 
  up to +6, not +3, to better reflect his aptitude for deception and 
  intrigue. When he rolls an 8 or lower on a Deception check, he 
  treats it as an 8.   
  Roleplaying Xarann. Unlike most dark elves, Xarann is 
  trustworthy—or at least that's the veneer he presents. His 
  respect is hard-earned, but he knows that no mere adventurers 
  can just turn up in Muiral's Gauntlet; thus, he already considers 
  the party worth their salt. He is unyieldingly loyal to his two 
  lackeys, Sornnozz and Tazirahc. The only thing he fears more 
  than failing his mission to assassinate Vlonwelv is to have those 
  two go to the grave thinking Xarann forsook them. Thus, he 
  prioritizes rescuing them over killing Vlonwelv.  
  Alas, Xarann is a servant to House Freth first, and a friend 
  second. Unless he forms a special bond with the party, he 
  reluctantly kills them after they're no longer useful. If they've 
  impressed him, he warns them to leave this place before House 
  Freth arrives, as his superiors will show them little mercy. He 
  might provide the party his insignia, an obsidian scarab, and a 
  letter, so they may ingratiate themselves with House Freth.  
  GREEN SLIME, ABRIDGED 
  A creature within underneath the slime must make a DC 10 Dexterity 
  save, otherwise the slime falls on it. The creature takes 5 (1d10) acid 
  damage and then again at the start of its turns until the slime is 
  scraped off or destroyed. Any nonmagical wooden or metal object 
  used to scrape it off is effectively destroyed. Sunlight, any effect that 
  cures disease, and any effect that deals cold, fire, or radiant damage, 
  destroys the patch of slime. 
  
   
  124 
  Lean on the following dialogue: 
  • “No doubt you've encountered House Auvryndar on your way 
  to these depths. Those heels dominate the upper levels of 
  Undermountain. House Freth, my lieges, are all that keep 
  them in check—but they're beating us back. I've my orders: 
  slip a dagger into Vlonwelv Auvryndar's gut, but my partner, 
  my friend, Tazirahc, has taken the fall for me. He's being 
  tortured as we speak—and that is something I cannot abide. 
  Stand with me, and I will get you down out of the Gauntlet 
  and through Freth territory. Likewise, Vlonwelv's trinkets are 
  yours for the taking." 
  • "One does not simply assassinate Vlonwelv Auvryndar. Her 
  adopted daughter, Zress, is with her day and night. Captain 
  Zress Orlezziir: absolutely peerless with a blade. I won't face 
  her alone—even the dumbest fools know better."  
  • "My plot to topple these heels involves the troglodytes they've 
  pressed into service. Gorzil, that fat bastard has no love for 
  elves. Spare any troglodyte you can, I beg you, for they are 
  the meatshields to my warfront." 
    
  17E. TEMPLE OF EILISTRAEE 
  Cherubic hymns echo throughout the chamber, a stark 
  contrast to the gloom and doom of Muiral's Gauntlet. An 
  altar lies at the center, bearing a stone-carved harp 
  engraved with the imagery of a carefree elven maiden full 
  of light, life, and mirth. 
  What, you wonder, is the catch? 
   
  18. FIRST BLOOD 
   
  18A. VOICES 
  A raucous crowd jeers nearby! Yells, cheers, groans, 
  shouts shouted in Elvish! You've been to a bar; you've 
  seen a brawl. There's a fight going on, but you 
  instinctively know not to talk about it.  
  Vlonwelv’s Pulpit. Vlonwelv announces, "We train for glory! 
  For conquest! For the Spider Queen!" 
  If Xarann is with the party, read the following: 
  "All right," Xarann tells you, "The 'interrogation' chamber 
  is just a little ways away. Hang back and watch this." 
  The drow stands up straight, puffs out his chest, and 
  marches down the corridor with an air of arrogance.  
   
  18B. FIGHT CLUB 
  Drow are packed together, watching as a warrior fails to 
  best a drow maiden in fisticuffs. Blow after blow is 
  dodged. The reek of sweat and worry is overwhelming. 
  Just as the drow lunges forward with a feint, the maiden 
  calls his bluff, blocks the hit, and smashes her fist into his 
  temple! The drow goes down, eliciting a titanic, "Oof!" 
  from the spectators. 
  "Who's next?" the maiden shouts, brandishing her fists. 
  "Who amongst you curs can pass muster?" 
  If Xarann is with the party, read the following: 
  Xarann approaches the fighters and shouts, "I can! Have 
  at thee, Auvryndar! Today your aunt learns how to ice a 
  black eye!" 
  19. INTERROGATION ROOM 
  The following exchange, in Elvish, is between Kereth Ichorzza, 
  Vlonwelv's consort, and Tazirahc: 
  "Tell me!" snarls an elf. "Tell me, lest I strip the flesh 
  from your very bone! Who are your co-conspirators!" 
  "I work alone!" cries another elf. "I work alone! Alone, 
  I told you, I bloody work alone!" 
  "Tell me, milquetoast!" The drow mutters an arcane 
  word; the air grows colder for a moment—and the other 
  elf sucks in a breath before letting out a bloodied scream. 
  Once the adventurers enter the chamber, read: 
  You burst into the chamber: a drow sits bound to an iron 
  chair, tied in spider silk. Two drow warriors lean against 
  the wall, arms crossed, watching as a drow mage tortures 
  their prisoner. A pygmy demon chitters happily at every 
  scream loosed.  
  If you ran the Auvryndar Escort special event, Jevan Kron'tayne 
  is not here; another drow elite warrior is present.  
   
  22. TROGLODYTE TURF 
   
  22B. TROGLODYTE DEN 
  It's the stench that hits you first—a putrid odor that snakes 
  up your nose and gets your eyes watering. Almost like an 
  airborne sickness, it twists your stomach and sends vomit 
  up your throat.  
  There are bones and refuse everywhere—whatever 
  these foul engineers did not need for the throne of garbage 
  that dominates this chamber. Around that throne are heaps 
  of mud-caked treasure.   
  Gorzil is here if the party has yet to encounter him. However, 
  he isn't looking for a fight. Gorzil hungers to see the drow 
  undone, just as the Mad Mage does and the adventurers might. 
  Much to their surprise, Gorzil can speak Common. In fact, he 
  can speak any language, for the Mad Mage has placed upon him 
  a charm of tongues (with the same effects as a tongues spell).  
  With Gorzil is a male drow liaison named Helnin. Helnin's 
  reorganizing the watch and patrol shifts with Gorzil. When the 
  adventurers enter this chamber, the trog speaks plainly about 
  his plot to overthrow the elves—right in front of Helnin. When 
  the drow protests, Gorzil shrugs as if that's all there is to say and 
  motions for his troglodytes to tear the drow limb from limb. 
  Gorzil's clever enough to label Helnin as a spy or deserter if any 
  of the drow ask about his fate.   
  Roleplaying Gorzil. The portly troglodyte always gnashes on 
  some sort of foul meat, be it a raw giant lizard's leg or the 
  bloody arm of a drow, pilfered from Area 24C, the morgue. 
  While his brethren slaver and howl, he takes to diplomacy with 
  a surprising amount of grace. Gorzil refers to himself in third 
  person and his tribe as "the collective." 
  Utilize the following dialogue: 
  • "Gorzil will rule these warrens or see them burnt to ash around 
  him. Just wait. Just watch." 
  • "Might makes right—and Gorzil is mighty indeed." 
  • "The elves spit on us, turn away their noses. Good for us, 
  Gorzil says. Good for when we bloody their noses." 
  • "They think us simple, weak, gullible. Call us rats. We are 
  rats. Rats scurry. Rats bring doom with but a nasty bite. We 
  are rats and rats survive. Vlonwelv shall be bit soon enough." 
  
   
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  23. DISTANT MUSIC 
  Out from the gloom comes the most welcome, albeit 
  confusing, surprise: jazz music.  
  If Sornnozz or Xarann A'Daragon are with the party, they 
  explain the music's source: 
  "Hear that?" the drow asks, pausing. "That music? It's the 
  Sing-Alongs. We kidnapped some halflings on the 
  surface, outside Daggerford. Lady Vlonwelv keeps them 
  as entertainment." 
  The song playing is Sing, Sing, Sing by Benny Goodman. Use 
  it at your discretion. A character can make an Intelligence 
  (Performance) or (History) check to recall the Sing-Alongs. The 
  world has since wondered where they went. One character may 
  have even seen them live or know a bandmate personally.  
   
  25. AUVRYNDAR HALL 
  No doubt this is the heart of House Auvryndar's 
  operations in Undermountain, the very seat of their 
  power. You count no less than fifteen drow here, armed 
  to the teeth, clearly itching for an excuse to draw blade 
  and blood. The ceiling is draped in cobwebs and a 
  fountain carved with the ghastly gods of the drow 
  dominates the chamber.   
  There is mirth here in the form of the music you heard 
  earlier: a halfling quintet serenades the elves with sweet, 
  sweet jazz. The soldiers bounce their feet with the beat 
  while a queen watches from her spidery throne: Lady 
  Vlonwelv Auvryndar, no doubt.  
  If the adventurers accept an escort by the drow, and that escort 
  isn't slaughtered by Sornnozz or Xarann, then they send a 
  runner to inform Vlonwelv of her newest guests. Therefore, 
  she's in this area, sat upon the Spider Throne, accompanied by 
  Zress and her yochlol adviser.  
  When the party is brought before Vlonwelv, she treats them 
  as a smug host and offers respite—if they're willing to later hunt 
  down Muiral. If they accept, but are wounded, she might allow 
  them to stay in the guest apartments (see Area 14). She has her 
  elves spy on them, if so. 
  Previously On… If the party ever visited Area 20D on Level 
  3 (Drow Town), they may have seen or spoken to Vlonwelv's 
  yochlol adviser. If so, they can make a DC 14 Wisdom (Insight) 
  check to realize that the female drow next to Vlonwelv is none 
  other than that demon.  
  Roleplaying Vlonwelv. Vlonwelv loves to play the part of the 
  gracious—but arrogant—host. She offers silky, backhanded 
  compliments at every turn and considers the party as potential 
  tools just above the troglodytes.  
  It's likely that the adventurers mention the son and daughters 
  of Vlonwelv's they've already put to the sword: T'rissa on Level 
  3 and Melinth on Level 4. Any mention of her dead children 
  cuts at the priestess, but she still manages to keep a veneer of 
  indifference—what's done is done, is it not? She still has Muiral 
  to worry about and can get revenge on the party later.  
  Tactics. If a fight breaks out, the drow employ these tactics: 
  • Zress, a drow house captain, puts herself between Vlonwelv 
  and the party, never allowing them to approach her. 
  • The yochlol opens up with a dominate person spell (DC 14) 
  on a character; otherwise it becomes a spider.  
  • Vlonwelv casts conjure animals on her first turn to summon 
  two giant spiders. On her next turn, she casts freedom of 
  movement on Zress; once her forces are wounded, she heals 
  them with a spell of mass cure wounds.  
  • The two drow already present at the throne use their innate 
  magic to great avail: one shrouds the Spider Throne under a 
  darkness spell whilst the other casts faerie fire on a foe.  
  • Sitting on the Spider Throne, Vlonwelv uses a bonus action 
  on her turn to broadcast to the Gauntlet that House Auvryndar 
  is under attack and all forces must return to this area to defend 
  her from the adventurers.  
  • Answering Vlonwelv's call, two drow elite warriors and a 
  flying giant spider arrive from Area 30C via Area 25C in 
  1d4 rounds; during the chaos, Gorzil (if he's not elsewhere), 
  kills Nhilisstra Argonrae, the drow mage.  
  • The fifteen drow in Area 25A pepper the party with arrows, 
  aiming for unarmored targets or those closest to Vlonwelv. 
  Two drow mount the giant lizards and run interference. 
   
  26. SPIDER QUEEN'S TEMPLE 
  Like so much of the drow's demesne, this temple has 
  fallen. Only now has it been remembered and work has 
  begun to repair its damage. A curtain of cobwebs hangs 
  from the narthex's ceiling, blocking your sight. You can, 
  however, hear groans in Elvish from beyond the curtain.  
  Vlonwelv should be first encountered in Area 25B, not here. 
  However, if the party rests in Auvryndar's territory, they can 
  find her here before they leave. It provides another chance to 
  roleplay with a drow priestess—which, let's face it, rarely 
  happens without blades already drawn.  
  Roleplaying Vlonwelv. The priestess knows she's at a 
  disadvantage here; any conversations had with the party are 
  cordial and dismissive; she's eager to send them off to hunt 
  down Muiral or at least take the conversation over to Area 25, 
  where more of her guards can intervene in a conflict.  
  Tactics. See Area 25 for Vlonwelv's basic tactics, including 
  her yochlol's and Zress'. Otherwise, consider these differences:  
  • The drow masons are unarmed and use the spiders as mounts 
  to circumvent the adventurers; once past the party, several 
  masons drop down and run to Area 25A, screaming for help. 
  In two rounds, six drow (two of which are mounted on giant 
  lizards) bust into the temple. The remaining nine drow arrive 
  in 1d4 rounds. One stops to sit upon the Spider Throne to 
  broadcast a warning across the Gauntlet that the adventurers 
  have attacked Vlonwelv and that they're kill-on-sight.  
  • Whilst the masons go for aid, the giant spiders body-block 
  for them; four of the seven descend while the remaining three 
  spit Web attacks at the adventurers.  
   
   
   
  
   
  126 
  27. VLONWELV'S APARTMENTS 
  When the adventurers enter this area, it ought only be to slip a 
  dagger into Vlonwelv's side. The priestess would never invite 
  untrusted guests here. Xarann's plot involves attacking in the 
  dead of "night" whilst Vlonwelv is resting.  
  Reinforcements. Given that elves don't sleep, only rest in a 
  trance-like state, Zress Orlezziir keeps a vigil for Vlonwelv; 
  she's aware of her surroundings and may detect the adventurers 
  if they enter the chamber. 
  Roleplaying Vlonwelv. Even here, Vlonwelv does not lose 
  her cool. She gracefully slips out of her bed to pour herself wine 
  while chiding the adventurers for breaking guest right. She 
  promises Lolth's wrath for breaking that oath. Any mention of 
  her children, however, is enough to finally spark an inferno of 
  out-rage from Vlonwelv; now, it's time for blood.  
  Tactics. Vlonwelv is at her most dangerous when backed into 
  a corner. See Area 25 for her default tactics, along with her 
  yochlol's and Zress'. 
  • Zress uses her Battle Command feature to allow Vlonwelv to 
  take the Dodge action, buying her time.  
  • Vlonwelv shouts out for the giant spiders in Area 27C, which 
  arrive in two rounds.  
  • Vlonwelv uses her Summon Demon action on her first turn.  
  • Vlonwelv surrounds herself with a darkness spell to buy time 
  until reinforcements can arrive. She otherwise casts faerie 
  fire on the adventurers to grant advantage on Zress' attacks.  
   
  30. NATURAL CAVERN 
  Should the adventurers arrive here from Area 11F, they're 
  treated to a rare sight: a doomed offensive by House Freth. The 
  drow have been routed; the dead and dying litter the cavern 
  floor as drow pepper the survivors with crossbow bolts.  
  The party might capitalize on this foray, but none of the 
  Auvryndar drow here suffer anything but cosmetic wounds. The 
  troglodytes have dominated the battlefield and Gorzil can smell 
  the party. He locks eyes with one character and brings a finger 
  to his lips—a very civilized gesture he's picked up from 
  studying the drow. His eyes then shift towards Area 25C, as if 
  to guide the adventurers there. If things turn ugly, Gorzil hurls 
  Nhilisstra to her death and offers the party an olive branch.  
   
  SPECIAL EVENT 
  Use this special event, regardless of the party's path through the 
  Gauntlet.  
   
  AUVRYNDAR ESCORT 
  If the adventurers encounter the drow before leaving Muiral's 
  territory, they're extended an invitation to House Auvryndar. 
  The patrol sergeant tells them in Common, “You there! 
  Muiral’s dead will be upon us again in no time! Lady Vlonwelv 
  has promised guest right to all those that come to our territory! 
  Come or not—it makes little difference to me!” The sergeant 
  then tells his soldiers, “Gather your arms and your dead, men! 
  We’re moving out!” 
  If accepted, the drow escort them to Area 6A, wherein they 
  teleport to 6B. These drow can be encountered in Areas 4, 5, or 
  just north of Area 9A. They consist of 2d4 drow led by a male 
  drow elite warrior named Jevan Kron'tayne, one of the drow 
  earlier commended by Vlonwelv for apprehending a House 
  Freth "spy."  
  The escort, however, is ambushed by Muiral and his dead. 
  Ideally, this occurs in Area 5, as the drow and adventurers are 
  on their way to the teleporter. The undead consist of 2d4+2 
  zombies, 1d6+1 skeletons, and two ghouls. On the third round 
  of combat, Muiral skitters into the chamber, opening up with a 
  lightning bolt attack that consumes most drow and hopefully 
  two adventurers. The drow sergeant's dying words are, "Run! 
  He can't access the teleporter!" 
   
  EPILOGUE 
  For surviving the Gauntlet, the party should ascend halfway to 
  12th level.  
  Other levels of Undermountain matter little once the party has 
  passed through, but L10 can have sweeping consequences. 
  Consider the following:   
  • Your adventurers may return to the Gauntlet to topple House 
  Auvryndar, so do not discard your notes and consider what 
  will change on this level in their absence.  
  • If Vlonwelv was murdered, but her house remains relatively 
  intact, then Drinrith (see A18B) inherits command. If she too 
  died, along with Vlonwelv's four children on L3 and Melinth 
  on L4, Zress Orlezziir seizes command of House Auvryndar 
  and goes on the warpath to avenge her adopted mother.  
  • Daughters, even honorary ones, rule before sons. If Ranaghax, 
  Vlonwelv's son, survives, Zress takes him as her consort to 
  legitimize her reign. Still, allies and vassals are tempted to 
  join House Freth.  
  • Muiral may utilize the chaos to invade Auvryndar territory 
  with a swarm of undead.  
   
  THE SEND-OFF 
  This chapter has one send-off for the adventurers:  
  The Mad Mage has been especially gregarious today, but 
  now his voice is stained with nostalgia: 
  "Muiral… 
  My 
  greatest 
  hope, 
  my 
  greatest 
  disappointment. He came to me not as a mage, but as a 
  warrior eager to learn the secrets of magic. Alas, he 
  couldn't cut it and so instead he cut away that which made 
  him human. Who could imagine such an ugly sin? Who 
  could be so careless as to let the forces of magic wear 
  away your own sanity?" 
  If you're running the Companion's game show element, add: 
  The Mad Mage clears his throat. "Our contestants have 
  triumphed where so many fell before. They have ran the 
  Gauntlet and survived a long look at Muiral the 
  Misshapen's ugly mug. More lies just beyond the horizon: 
  uglier things, madder things. Just wait 'til they meet the 
  Shadowdusks, am I right? 
  "Guts, glory, gore and more—tune in next time to 
  Dungeon of the Mad Mage!" 
   
   
   
   
   
   
   
   
   
  
   
  127 
  LEVEL XI: THE TROGLODYTE WARRENS 
   
  "Every boy needs a dog… He needs a faithful companion that will give unto him all the love he'll surely miss out in life," - Halaster 
   
  QUICK NOTES 
  • 
  This level should be cleared within a single session.  
  • 
  If you utilize the balhannoth added by the supplement, you 
  need to determine what your adventurers' greatest desires 
  are, regarding a location, such as a safe place to rest, a 
  wellspring, a temple, etc. The balhannoth's illusions reflect 
  this desire, as does its telepathy.  
  • 
  The balhannoth added in this supplement has telepathy out 
  to a range of one mile! 
  • 
  The House Auvryndar commander, Shindreer Argonrae, 
  hungers to depose Vlonwelv—and if she's already dead, 
  then she might pull her forces back to Level 10 once word 
  reaches her of Vlonwelv's demise.   
  • 
  With its three arcane gates, which the adventurers are all of 
  a level to use now, L11 is a travel hub. They can return to 
  Waterdeep to resupply and turn in quests. These gates lead 
  to L6, L7, and L8 (which has a gate to L2).  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Consider the following: 
  • It goes without saying that you must consider the adventurers' 
  past interactions with House Auvryndar. Vlonwelv may have 
  given the party some insignia to gain them safe passage, if 
  they agreed to topple House Freth for her. 
  • Xarann D'Aragon of L10 may have given the adventurers an 
  insignia and letter he guaranteed they could use to pass into 
  Freth territory unmolested.  
  • Potions of lightning resistance were added to L10 to help the 
  adventurers deal with this level's behir.   
  • If the adventurers return to L6 via a gate, the Lost Level is full 
  of invisible stalkers. 
  • If the adventurers return to L7, and Maddgoth's Dance was 
  run, Maddgoth has hired eight mezzoloths and is plotting his 
  revenge. Otherwise, he has returned to the castle—and you 
  can run the events of Maddgoth's Dance if you didn't already. 
  • If the adventurers return to L8, the Ssethian Scourges may 
  have emerged triumphant over the bullywugs. If Out from 
  Under the Rod wasn't run, you have the opportunity to do so 
  on the adventurers' return trip. The nagas would station a host 
  of thralls outside the arcane gate (1d4+1 drow and a troll).  
   
  BETWEEN A BALHANNOTH & A BEHIR 
  Without any narrative to speak of, the Troglodyte Warrens are 
  a barren level featuring two armies engaged in a futile struggle. 
  Lean into this—make it into a harrowing ordeal. However, with 
  its drow and troglodytes this level hardly makes for a challenge 
  worthy of 11th-level adventurers. 
  Horror and panic are emotions necessary to fleshing out the 
  Warrens and making it worth your time. The Companion adds 
  a balhannoth (a telepathic, reality-warping predator of the 
  Shadowfell described in Mordenkainen's Tome of Foes). It, 
  along with the behir, terrorizes this level and competes with its 
  fellow apex predator for dominance over the Warrens. The war 
  between elves—who are unknowingly sandwiched between 
  these two predators—will be of little consequence once the 
  adventurers stir these beasts.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE BALHANNOTH  
  House Auvryndar, in their war with House Freth, exploited a 
  rift to the Shadowfell (created by the Mad Mage) to lure a 
  balhannoth into Undermountain. The fools thought they could 
  control it—that it would serve. They intended for it to choke off 
  a passage House Freth could use to flank their forces.  
  They were wrong. The balhannoth has no loyalty to anything 
  but itself and made the passage its own (see Area 7). Now both 
  House Freth and Auvryndar must contend with the beast; too 
  many have strayed into its cavern only to never return. The 
  beast has grown bolder in recent days and is now exploring 
  deeper parts of the warrens and preying upon the drow.   
  Roleplaying the Beast. The balhannoth possesses a dim, but 
  alien, mind. It has an Intelligence score of 6 but also telepathy 
  out to a mile. So, when the balhannoth makes telepathic contact, 
  it doesn't exactly say anything, but instead… audibly slavers 
  and pants. This is an uncomfortable experience. Its attention is 
  hot, like the sun, but uninviting. They can feel its desperate 
  want, like a stray dog hungering for the scraps in your hand. It 
  has no eyes, but its gaze is no less piercing. The beast is 
  perpetually moist and telepathic interactions with it leave 
  someone feeling greasy and unclean. They should come away 
  feeling as if they're the meat on display in a deli. 
  Use these glowing descriptions for whenever the beast 
  telepathically contacts an adventurer. You don't need words to 
  creep your players out. Frequent contact with the balhannoth is 
  sure to drive a man mad—which is what happened to Orl in A8.  
  Tactics. The balhannoth is an otherworldly, apex predator. 
  Area 7 counts as its lair, granting it Lair Actions. "LA" refers to 
  its Legendary Actions. It uses the following tactics in and out 
  of combat: 
  • Like the behir, hurl the balhannoth directly at the party twice 
  before it retreats to its lair; it can still prey on the drow and 
  troglodytes in the meantime.   
   
   
  
   
  128 
  • Once the party enters the warrens, the balhannoth probes their 
  minds to determine their greatest desire involving a place; it 
  then reshapes its lair to fit these criteria. See its Lair actions 
  for details.  
  • The balhannoth has blindsight out to a radius of five hundred 
  feet—it can detect anything, that eyeless freak. 
  • When faced with the entire party, the balhannoth knows to 
  strike hard and fast: it teleports above the party while 
  invisible; it utilizes the advantage on its first attack by 
  targeting the most armored adventurer; thereafter, it makes 
  another three tentacle attacks. It uses a LA to bite the most 
  vulnerable character. 
  • When prey escape its grasp, the balhannoth uses its Vanish 
  LA to flee and set up another ambush. Likewise, it runs down 
  prey with its Teleport LA.  
  • As a predator, the balhannoth cares only to snatch up one 
  character and escape with its meal, utilizing its Teleport LA 
  to do so. It can easily outpace most characters. Gaining 
  altitude is more important than gaining lateral distance so that 
  any pursuers must fly, and any prey are faced with a steep 
  drop if they untangle themselves from the balhannoth. 
  • As its lair actions aren't especially useful in combat, the 
  balhannoth is willing to stray from its lair once the party has 
  shattered its illusion; it prefers to go to Area 5 so that it can 
  grapple a character and teleport to above the sinkhole (which 
  is a 60-foot drop from the ceiling).  
   
  THE BEHIR 
  The behir is still a factor in Level 11. It lairs in Area 17 and 
  storms throughout the warrens; unlike in DotMM, it should be 
  encountered before the party reaches Area 17; hurl the behir at 
  them once or twice and have it flee when reduced by a quarter 
  of its hit points each time.  
  Use the behir to disrupt the party's plans and keep them 
  moving. There shall be no respite in these dirty warrens so long 
  as it and the balhannoth live.  
  Tactics. In combat, the behir employs these tactics: 
  • The behir is an ambusher, especially with the runes that 
  Halaster has engraved upon it. It casts invisibility as it 
  approaches its prey and then misty step to close the gap, if 
  necessary (ending the invisibility spell). 
  • Whether its target is alone or with allies, the behir casts sleep; 
  it has advantage on its next attack roll, which is a critical hit 
  if the behir attacks from within 5 ft. It might also bake the 
  target with its Lightning Breath, whose Dexterity saving 
  throw they automatically fail while unconscious. 
  • Targets that aren't put asleep are then blinded by a color spray 
  spell; the behir then gains advantage on attack rolls against 
  these targets. 
  • Once the behir has constricted and swallowed a target, it flees, 
  using its legendary actions to inhibit the party and escape. If 
  it has its way, it finds a winding crevasse 40 feet up in the 
  cavern and goes 70 feet deep. Creatures that dare clamber 
  into the crevasse are punished with a Lightning Breath. 
  AREAS OF NOTE 
  The following areas are of note: 
   
  1. AUVRYNDAR WATCH POST 
  The minutes swell into hours as you clamber down from 
  Muiral's Gauntlet. Every loose stone you've disturbed has 
  kicked up a whisper, "The warrens." You've heard that 
  damned whisper a thousand times by now: the warrens, 
  the warrens, the bloody warrens.  
  It takes 1d3 hours for the adventurers to descend from Level 10; 
  the path is treacherous. When they arrive, it's moments before 
  the balhannoth attacks. It's necessary to showcase the creature 
  this early in the level to set the tone and warn the party that it 
  can teleport and prefers to ambush lone prey.  
  The drow are too blitzed by a recent attack by the creature to 
  attack the party. Instead, the party overhears this conversation 
  in Elvish: 
  Overheard Elvish alerts you to the drow; they aren't trying 
  to hide, clearly. Their voices are swollen with terror: 
  "—I saw it, I swear I saw it." 
  "Impossible," replies a woman, "it's never strayed this 
  far from its lair. It must have been a troll that got X'erek." 
  "I know what I bloody saw, Ventrid and it's—" 
  You wince at the ring of a metal gauntlet striking flesh. 
  The male cries out in pain. 
  "You'll do well," this Ventrid says, "to address your 
  betters with respect, you mewling cur. The balhannoth is 
  ours and ours alone. Return to your post—all of you!" 
  Regardless of what the party does here—fight, talk, sneak on 
  by—the balhannoth teleports into the cave to snatch up one 
  lone drow. Its grapple automatically succeeds and it teleports 
  out via a legendary action. The character with the highest 
  passive Perception score notices its form.  
  Read the following when the creature attacks: 
  A high-pitched shrill screams in your ears as reality itself 
  seems to shudder! A darkened mass clings to the ceiling, 
  at a corner that was previously empty—and its barbed 
  tentacles unfurl to snatch up a drow, who goes kicking 
  and screaming to his end. The creature has no eyes, but 
  far too many teeth and welcomes its prey with a smile—
  and with another screaming shrill, it's gone. It's just gone.  
  After the balhannoth attacks, any surviving drow flee to Area 2 
  to regroup with their brethren.  
   
  2. CAPTURED TROGLODYTES 
  After the balhannoth's attack in A1, the elves here are alert and 
  worried. They've their orders, however: round up troglodytes 
  and send them off to Level 10.  
   
  2A. TROGLODYTE CHAIN GANG 
  The trogs are aware of the balhannoth and are, quite frankly, 
  freaking out. They're utterly desperate to escape their chains 
  before the beast returns to gobble up these hapless wretches. 
  Their terror is dialed up to eleven; react accordingly. 
   
   
   
  ALTERNATIVE: THE RETURN OF ILLUUN 
  If the party never slew Illuun the aboleth (Hell, even if they 
  did) on Level 4, you could replace the balhannoth featured in 
  this supplement with Illuun. Adjust accordingly, flooding the 
  same caverns that the balhannoth lairs in. Illuun has enslaved 
  most trolls and many troglodytes to its will. It also has 1d4+3 
  chuuls under its sway.  
  
   
  129 
  2C. AMORAL DILEMMA 
  By when the party arrives the drow are caught in an argument 
  of duty versus survival. They overhear this conversation in 
  Elvish, led by Tsabdrar Do'ett, who's petrified of failure.  
  Over the mewling of troglodytes, you overhear a tense 
  conversation in Elvish: 
  "—you heard them! The beast has come! It's time to go!" 
  an elf shouts. 
  A drow with a reedy voice shoots back, "Our duty is to 
  hold these caverns—" 
  "Forget duty, Tsabdrar! I'll gladly take the lash and live 
  than stay another second in these warrens. We're going 
  with or without you." 
  There comes silence. The drow with the reedy voice 
  replies, "Very well. Send a runner to Lady Argonrae. Tell 
  her that we either crush House Freth or withdraw to hunt 
  down the beast. Perhaps they'll agree to an armistice." 
  "You really believe they'll agree to that?" 
  "I have to hope."  
  Tsabdrar's men are itching to flee and he's ever more likely to 
  kill the troglodyte young. The arrival of the party provokes him 
  into quitting these warrens altogether. He informs them of both 
  the behir and balhannoth and warns them to get out of Dodge 
  before it's too late. 
   
  3. HUNGRY GNOME 
  It's the stench that warns you first that here thar be dead. 
  You hear the quiet ravening of some creature, perhaps a 
  ghoul—and as you draw your weapons and approach, you 
  see it: a deep gnome gnawing on the arm of a corpse. 
  Drow. All eight of the corpses are drow, splayed across 
  the cavern floor.  
  The deep gnome is a troll cursed to this diminutive form. His 
  name is Hrektar, but the adventurers are likely to call him 
  "Bones" after he waves around a skeletal arm and points at 
  himself. In Giant, he says "This is my handiwork—fear me!"  
  Roleplaying Hrektar. The troll makes for a fun and 
  interesting sidekick: an extraordinarily brave and savage 
  gnome—a stark contrast to the reclusive nature shared by most 
  deep gnomes. He shies from no battle but will side with any of 
  his troll brethren if need be. Cursed to this tiny form, Hrektar 
  has fallen far down on the trolls' totem pole. He was once the 
  warrens' alpha and smarts under the authority of his brethren. 
  He wishes to be restored to both his brutish form and authority 
  by visiting Area 11. He believes that the secret to his restoration 
  lies there.  
   
  4. LOATHSOME LIMBS 
  Stone fangs fill this cavern, jutting out from the floor and 
  ceiling. The stench of rot chokes your throat—you find 
  severed limbs, all covered in warts that weep a stinking, 
  white pus.  
  If Hrektar is with the party, he weeps over the torn limbs—but 
  then rejoices as they animate. Several limbs shamble forward to 
  lovingly caress Hrektar. One smacks him across the face. 
  Hrektar also picks up the severed troll's head and does a 
  rendition of Hamlet, reciting the famed soliloquy: 
   
  To be, or not to be, that is the question: 
  Whether 'tis nobler in the mind to suffer 
  The slings and arrows of outrageous fortune, 
  Or to take Arms against a Sea of troubles, 
  And by opposing end them: to die 
  In Giant (bastardized Danish), this sounds like: 
  At være, eller ikke være, det er spørgsmålet: 
  Hvorvidt er det mere i tankerne at lide 
  Slør og pile af uhyrlig formue, 
  Eller at tage våben mod et hav af problemer, 
  Og ved modsætningen slutter dem: at dø 
   
  Troll's Head. The severed troll's head belongs to Krenchin, 
  who abused Hrektar after his fall-from-might. In 1d6+2 days, 
  the troll will regenerate its entire body. After his soliloquy, 
  Hrektar punts the head like a football.   
   
  5. TROLLING THE TROGLODYTES 
  You come upon a pitched battle: six trogs fight futilely 
  with a five-armed troll; its every wound heals instantly.   
  If Hrektar is here, he aids the troll in battle. 
  Balhannoth. If it yet lives, the balhannoth attacks the party 
  directly here. Once it's grappled its prey, it teleports to the 
  ceiling above the pit. Characters that untangle themselves fall 
  60 feet into the pit, taking 6d6 bludgeoning damage. Once it 
  loses a quarter of its hit points, it uses its Vanish legendary 
  action to escape. It's cunning enough to use this tactic to drive 
  potential prey into Area 7, its lair.  
   
  6. PIERCER CAVERN 
  Piercers are wonderful. When looking at Level 11 as a gauntlet 
  to traverse, this cavern becomes essential. Riddle your party 
  with piercers—absolutely rinse them. Make them regret ever 
  trusting stalactites. 
  In addition to a piercer dropping onto a character when they 
  end their turn in this cavern, there's also a 50% chance that a 
  piercer drops during their movement. The piercers begin to fall 
  once the party's already in the cavern, not when they dip their 
  toes in. This prevents them from robbing you of your sadistic 
  pleasures.   
   
  7. TROGLODYTE LAIR 
  The balhannoth added in this supplement has taken over the 
  troglodyte's ancestral lair.  
  The simple truth is that the amassed troglodytes here don't 
  matter—not to 11th-level adventurers. Only if you run the 
  alternative with Illuun's return (see the sidebar above) are the 
  troglodytes still here. Otherwise, they've simply been deleted, 
  long-since devoured. Its other features remain, such as the mud 
  sculpture of Laogzed and the dagger of venom. 
  Unlike other predators, the balhannoth welcomes intruders to 
  its lair, as it's most powerful here, and, unlike the behir, does 
  not covet any sort of wealth. It will even do its best to drive prey 
  here.  
   
   
  
   
  130 
  False Paradise. The balhannoth has had time to sense these 
  newcomers' greatest desires and reshape its lair into a scene 
  befitting that desire. If you haven't sussed out what those desires 
  are, then the beast has painted this place as an underground 
  temple to a sun deity, such as Amaunator. Any devotee of that 
  god, or anyone that succeeds on a DC 12 Intelligence (Religion) 
  check can identify the imagery as such. This is no illusion: the 
  balhannoth's power allows it to warp reality itself. The stones 
  are real, the altars are solid, and everything holds up to 
  inspection. Greater details, however, are lost: the pages of 
  tomes are blank and inscriptions look legitimate from afar but 
  are just meaningless symbols. 
  If you use this temple as the beast's lair, read the following 
  description: 
  You stumble into that which you least suspected to find in 
  these wretched warrens: a temple devoted not to the vile 
  drow gods, not to the troglodytes' deities, but to a god of 
  light. Imagery of the rising sun can be found everywhere. 
  Pews line a central chapel and cold sconces seem to beg 
  for fresh fire. You feel at peace here—as if at last you've 
  found respite after such a harsh and bitter journey.  
  Under this scene, the balhannoth clings to the vaulted ceilings 
  and can traverse between rafters. The ceiling stands up to 50 
  feet in height, just like Area 7's original dimensions. 
   
  8. ILLUSORY FRONT LINE 
  The illusory front line's purpose was still to keep the hardy 
  troglodytes in check, but the balhannoth has changed that. Now 
  the drow are stationed here to keep an eye on the beast. Keep 
  everything the same, including the troglodyte zombies, with 
  exception to Orl Telenna. The drow is shell-shocked and nearly 
  mad after such frequent telepathic contact with the balhannoth.  
  Balhannoth. So close to its lair, it shouldn't come as a 
  surprise that the balhannoth can attack here. If it hasn't accosted 
  the party twice already, it ambushes the party. Orl Telenna can 
  sense it coming; he's become sensitive to its presence after such 
  frequent telepathic contact. When it approaches, he screams and 
  casts rope trick. An adventurer can use their reaction to make a 
  DC 13 Dexterity saving throw to clamber up the rope after Orl, 
  finding sanctuary in his pocket dimension. Those that fail are 
  too slow; Orl pulls the rope in before the others can climb up. 
  He struggles against those that would reopen the entrance to 
  outsiders, fearing that the balhannoth can slip inside (it can't). 
  The beast flees if it loses a quarter of its hit points.  
   
  9. CONTESTED CAVES 
  The drow have always wondered why the balhannoth never 
  approaches this area, despite being so close to its lair. They've 
  a working theory that the beast detests the presence of their 
  shadow demons. The drow are right, and if these demons are 
  slain or removed, the balhannoth quickly adds these caves to its 
  territory.   
  Balhannoth. Without the demons, the adventurers are liable 
  to an attack by the beast. It tries to push them towards Area 10, 
  wherein it grapples its prey and teleports to above the sinkhole, 
  so that any that manage to untangle themselves are punished 
  with a 60-foot fall (taking 6d6 bludgeoning damage).  
   
  11. FOREST OF STONE 
  Neither the behir nor the balhannoth can tolerate this place so 
  long as the strange runes exist. Trolls are already tough enough 
  prey when not altered by weird magic. They won't follow the 
  party here. 
   
  11B. TROLLWARP CAVERN 
  Glowing runes light this fanged cavern whose stalagmites 
  resemble the Mad Mage himself, as if they were lazily 
  carved statues. His carved robe is covered in lidless eyes; 
  he's screaming at some distant horror thankfully invisible 
  to you. Those forlorn runes float above every stalagmite.  
  You absolutely must have the magic gate mentioned in DotMM 
  spring into existence whilst the party is here. Read the following 
  when it does: 
  The runes begin to glow, spin—the stalagmites of the 
  Mad Mage begin to howl with fear and madness. A wind! 
  A wind surges through the cavern, sucked into a yawning 
  rift that glows violet and pink! As you steel yourselves for 
  the horrors surely to come, that rift reshapes itself into an 
  arcane gate and the first thing you hear from its strange 
  and unwelcome depths are—roosters? 
  Half a dozen roosters spill out from the rift, squawking 
  madly. You scratch your head, once again disappointed in 
  whatever life choices led you to Undermountain— 
  A roar interrupts your lamentations! Out from the gate 
  stumble at least three trolls, their hunger plain to see!  
   
  12. DROW BATTLE 
  The sounds of war remind you of the world above—the 
  futility of clashing armies, the crash of ideology, of steel, 
  of men. Cries and curses are shouted in Elvish, shouted 
  above the din of drow and demons. The cavern is painted 
  under the strobing lights of faerie fire spells; crossbow 
  bolts fly and demons battle: a toadlike demon is fighting 
  off two mosquito-like abominations while drow fire at 
  each other from their dug-in trenches.  
  With the behir in the southwest and the balhannoth in the 
  northeast, this cavern has become the focal point of the drow's 
  war. Amp it up as a veritable No Man's Land, replete with 
  trenches, mud, and corpses. Drastically inflate the number of 
  drow here, adding them to the trenches. If the adventurers 
  involve themselves in the battle, these extra drow are not 
  included in the fight. Likewise, they're too focused on their foes 
  to do anything but fire crossbow bolts if they pass through the 
  middle portion of the cavern. 
  The battle the party happens upon was expected to be another 
  fruitless, indecisive standstill. House Auvryndar, however, 
  comes out ahead, barring any intervention by the party. The 
  armies are unaware that both the balhannoth and the behir are 
  pressing in on them, gobbling up elves and claiming territory. 
  The drow are too consumed with their petty war to realize that 
  they're doomed.  
  Trenches. Six-foot-deep trenches have been dug on both ends 
  of the caverns. Drow pepper each other with crossbow bolts 
  from the relative safety of their hidey holes. These trenches face 
  north-south. There are seven rows to each side, each won and 
  lost count-less times.   
  
   
  131 
  Mud and Blood. The narrower passage between each larger 
  cavern of Area 12 is filled with mud and corpses. It counts as 
  difficult terrain.   
  Skirting By. If the adventurers choose neither side and aim 
  only to skirt by, they're hit as collateral damage from stray 
  spells and happened upon by enemies. Choose any of the 
  following encounters: 
  • A stray fireball (DC 14) cast by Spirreth Dalambra, the House 
  Freth leader; a well-aimed arrow found his shoulder, causing 
  his spell to go awry. 
  • A stray crossbow bolt (+4 to hit, with advantage, 1d6+2 
  piercing damage, and a DC 13 Constitution saving throw 
  from drow poison (see the drow statblock for details)).  
  • A squad of 1d4+2 drow led by a drow elite warrior that 
  mistake the party as mercenaries hired by their enemies.  
  • A freshly summoned chasme off to reinforce the front-line or 
  flank its summoners' enemies. 
  • A pair of giant spiders that descend from the ceiling to dine 
  on hapless fools.  
   
  13. FRETH REFUGE 
  This cavern is jungled with spidery webs within which 
  squawk and chirp captured bats and lizards and stirges—
  those flying rat/mosquito abominations. Instinctively, you 
  ready yourself for giant arachnids and cocooned victims.  
  Whilst here, the party hears the thunderous comings-and-goings 
  of the behir in distant caverns. At your discretion, it can enter 
  this area via a winding passage 25 feet from the cavern's floor. 
  It scrambles down the walls under a spell of invisibility, 
  attacking the adventurers. It flees when it's lost a quarter of its 
  maximum hit points. Likewise, if it can swallow a character, it 
  retreats through that same passage, which empties out in A17D.  
   
  14. AUVRYNDAR WATCH POST 
  The drow here have been spared the psychological torment of 
  being so close to the balhannoth. Their only concern has been 
  the behir, which has yet to visit their cavern—which is about to 
  change.  
  Behir. The behir's thunderous approach betrays its presence 
  while the party is here. It cannot surprise them; however it 
  comes under a spell of invisibility, granting it advantage on its 
  first attack. Likewise, the cavern's acoustics are so indulgent 
  that its thunder actually masks where it specifically is, negating 
  any advantage the party might have at locating the behir. When 
  the behir attacks, the drow instinctively flee, leaving the 
  adventurers to deal with the beast.  
   
  17. BEHIR LAIR 
  Unlike the balhannoth, the behir doesn't tolerate any intruders 
  to its lair. It fights with wild abandon and will pursue prey that 
  flee from this area unless it's severely wounded. No changes are 
  necessary.  
  To Level 12. When the party first finds the pathway to Level 
  12, the behir either comes storming out from the path—driving 
  them back into Level 11 proper—or forces them downward. 
  Dealer's choice.  
  SPECIAL EVENT 
  You can run this special event for Level 11—or rather your 
  players can orchestrate it: 
   
  CLASH OF THE TITANS 
  The adventurers can engineer a conflict between the behir and 
  the balhannoth by luring both to the same cavern, such as Area 
  6, the heart of the warrens. The two apex predators immediately 
  duke it out, pausing only to strike back at bystanders that attack 
  them. Once this conflict begins, a legion of arcane eyes appear 
  in the cavern to film the event. The Mad Mage himself appears 
  to shoutcast the fight. He quickly applauds the adventurers for 
  engineering the fight, which he features on his hit, transplanar 
  gameshow, Dungeon of the Mad Mage.  
  While here, Halaster prevents the party from interfering in the 
  fight through his spells; they'll quickly find themselves fighting 
  Halaster if they don't heed his warnings to "let this play out." 
  Ultimately, the behir wins out against its opponent. The 
  balhannoth tries to flee, but the behir runs it down with constant 
  misty step spells and its greater movement speed. Likewise, the 
  behir blasts at the balhannoth from behind with its Lightning 
  Breath. When the balhannoth dies, Halaster approaches the 
  behir and strokes it lovingly, as if it were a dog—which it is to 
  him. Looking into the arcane eyes, he declares tonight a true 
  "clash of the titans" and promises another match one day soon.   
   
  EPILOGUE 
  With another level under their belt, the party should level up to 
  12th level—an invitation to hurl even greater and more obscene 
  monsters at them.   
  Cap off your session with the send-off below, which assumes 
  the adventurers killed the behir. Adjust accordingly it.  
   
  THE SEND-OFF 
  The Mad Mage's voice is warm and smug when it enters 
  your skull: 
  "You know, I've always been fascinated with dogs, even 
  as a young boy. Especially as a young boy. Big dogs, 
  small dogs, rabid dogs. My mother was petrified of dogs. 
  My father, that profligate, wouldn't allow me the luxury 
  of a dog—and a boy needs a dog, my dearest adventurers. 
  He needs a faithful companion that will give unto him all 
  the love he'll surely miss out in life. 
  "That beast was my dog. It was my faithful hound—and 
  you have deprived me of it. Everything before now was 
  just theater, just for the show, but now? Now it's personal. 
  Now your misery matters to me." 
  If you're running the Companion's game show element, add: 
  You feel Halaster's attention turn towards some unseen 
  and far away legion. He adopts his gameshow host voice: 
  "Our contestants have plumbed the Troglodyte Warrens 
  and emerged victorious—but at what cost? Next lies the 
  Maze, and in it, the capricious House Freth, whose armies 
  lie dead and dying in the depths of my mountain. See them 
  struggle and adapt in next week's episode of Dungeon of 
  the Mad Mage! Halaster out!" 
   
   
   
  
   
  132 
  LEVEL XII: THE MAZE LEVEL 
   
  "You wanted this! You wanted to marry into madness, well here it is in all its ungainly horror!" Halaster, to his new bride 
   
  QUICK NOTES 
  • 
  Much of this level is dependent on events that occurred on 
  Levels 10-11, and even 3-4. Has Vlonwelv Auvryndar been 
  slain? Did the party strike a deal with the House Freth spy, 
  Xarann A'Daragon? Is the party seen by House Freth as 
  foes or convenient tools? Answer these questions first. 
  • 
  Two of the four arcane gates on this level are accessible to 
  the players, leading to Levels 6 and 10. See Areas 9D and 
  6B, respectively.  
  • 
  Per the Companion's changes, the goristro that Drivvin 
  Freth so eagerly wishes to summon is brought in early. See 
  Wedding Present in Special Event under Areas of Note.  
  • 
  Minotaurs are hardly a challenge to 12th-level adventurers. 
  Scores of them must swarm the party; don't forget to use 
  their Reckless Attack trait.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  House Freth has stood behind the curtain for a while now, often 
  only mentioned. You need only remind yourself of these events: 
  • On Level 10, the party may have met Xarann A'Daragon, a 
  House Freth spy plotting to assassinate Vlonwelv and escape 
  with Sornnozz and Tazirahc, his co-conspirators and friends. 
  In the Companion, for their aid, Xarann offers his House 
  Freth insignia, hoping it will get them safely through Freth 
  territory; this insignia will protect a character from the 
  goristro that gets summoned. 
  • On Level 11, the party may have met Spirreth Dalambra, who 
  would have traded his freedom for safe passage to Level 12; 
  he would hope to pass the party off as the murderers of 
  Beranica, Erelal's daughter, who fell in battle—a fate he 
  failed to prevent.  
   
  THE FRETH FAMILY TREE 
  Erelal Freth has many family members, all scattered about the 
  level. She has seven daughters and three sons, with another 
  child on the way. Not all children are listed in this supplement, 
  leaving us to wonder where they are or where they went. 
  They're likely dead—so it goes. These family members are: 
  • Hatchrin Alet'taz, Erelal's consort, drow, Area 19J  
  • Drivvin, brother, drow archmage, Area 19K 
  • Rilna, sister, drow elite warrior, roams the fortress 
  • Llaxdorl, male cousin, drow mage, Area 18A 
  • Illanlue, third daughter, drow elite warrior, Area 19A 
  • Sabatrin, fifth daughter, drow elite warrior, Area 19A 
  • Talabsyn, youngest daughter, drow, Area 12D 
  • Tanimar, second son, drow elite warrior, Area 12A 
  • Xaphtal, youngest son, drow elite warrior, Area 12A 
   
  HALASTER* GETS HITCHED 
  Comedy is sorely needed this far in the campaign, and that need 
  has inspired this chapter's headliner: Erelal Freth has kidnapped 
  the Mad Mage himself and is forcing him into a marriage—or 
  rather, she's kidnapped a simulacrum of Halaster.  
  Sim. Hereafter, Halaster's simulacrum, created by the 
  simulacrum spell, is referred to as "Sim." Sim shares Halaster's 
  personality and is aware that he's a clone (though he dares not 
  share this fact, lest it be destroyed by the drow). He's a shadow 
  of the true Mad Mage both in terms of power and insanity, and 
  must abide by the restrictions to magic in Undermountain.  
  Having good reason to believe that Halaster is more than 
  mortal, Erelal Freth once struck a bargain with him. In return 
  for a favor long already cashed in, she could force him to agree 
  to one request of her choosing. She's thus engineered this 
  wedding to ensure that that agreement is to be her subservient 
  husband and lend both legitimacy and power to her claim over 
  Undermountain.  
  Erelal's wrong. Very wrong. Halaster is no fey or fiend bound 
  by cosmic law and deals past rendered. Were this to be even the 
  true Halaster, he could simply renege. Alas, she hasn't even got 
  that part right and has captured the Mad Mage's simulacrum.  
   
   
   
  
   
  133 
  SIM: SIMULACRUM OF THE MAD MAGE 
  Sim was created by Halaster to entertain guests or fulfill 
  commitments he himself couldn't be bothered with. He's 
  forgotten Sim's very existence and would surely destroy him if 
  he remembered. Sim, who frankly enjoys existing, does his best 
  to sneak under the Mad Mage's radar. See Appendix B for Sim's 
  statistics, under "Halaster's Simulacrum." 
  Sim shares much of Halaster's personality, but little of his 
  power or insanity. His power is capped, per the simulacrum 
  spell, and his attachment to the Knot in the Weave is virtually 
  nonexistent. He's thus much less powerful than the true Mad 
  Mage. Since Erelal Freth is sure to destroy him if she learns the 
  truth, he only shares that truth with would-be rescuers.  
  Only Hope. If you're running the Companion's game show 
  element, Sim is aware of the show. He's caught up with all but 
  the latest episodes of the current season (i.e., the party's antics 
  up until L10). Even if you don't utilize this element, Sim still 
  recognizes the adventurers as his potential saviors.  
  Simulacrum. As a simulacrum, Sim is severely handicapped, 
  explaining his capture and meekness: he cannot regain hit 
  points except in an alchemical laboratory, forcing him to avoid 
  confrontations; he can't ever regain expended spell slots, many 
  of which he's wasted over the years, effectively reducing him to 
  a 7th-level spellcaster; and he lacks the capacity to learn, 
  meaning he will never increase in power. All in all, this creates 
  a meek, feeble, and terrified version of the infamous Mad Mage.  
  Wedding Invitations. Sim has pestered Erelal into inviting 
  the party to the wedding; one is due to be his best man. These 
  invitations can be found floating throughout the level. Once an 
  invitation is touched, an illusion springs forth showing their 
  image and Sim's voice shouts, "Adventurers! You are cordially 
  invited to my wedding! The drow shall not harm you so long as 
  you bear this invitation! Come forth to Spiderwatch Keep! The 
  nuptials shall be fierce!" 
  A character can make a DC 12 Intelligence check after 
  hearing this message to pick out the faint words, "Save me! I 
  don't want to get hitched!" 
   
  ERELAL: BRIDE-TO-BE 
  The matriarch of House Freth, Erelal is deeply pregnant with 
  her eleventh child, courtesy of Hatchrin, her recently discarded 
  consort. Many of her children have died in her war with House 
  Auvryndar. Their every death haunts Erelal. She'll find no peace 
  until her rivals are eradicated.  
  Roleplaying Erelal. Erelal's temper is infamously short so 
  deep into her pregnancy. She hardly sleeps these days and her 
  ankles are routinely swollen. She's restless and her nausea has 
  made a thunderous return. Every member of House Freth is 
  bending over backwards to appease this termagant in the final 
  days before the newest Freth whelp is spat out.  
  Erelal enforces high standards for all her vassals and servants, 
  and delights in scourging those that fail. She spends most of her 
  days in Area 19J, leaving only to address her troops, scourge a 
  disappointment, or host a sermon devoted to Lolth.  
  Sim. Erelal truly believes she's ensnared Halaster through a 
  clever twist of their old bargain. She is not kind to her fiancé, 
  keeping him locked up in Area 19K. She takes sick pleasure in 
  berating, humiliating, and lording over him. She shows him off 
  as a trophy, proudly saying she's captured "the infamous Mad 
  Mage." Together, she promises, they'll have plenty of half-elf 
  children, whom she glowingly refers to as future demi-gods—
  for she believes Halaster to be more than mortal.  
   
  DRIVVIN: BROTHER OF THE BRIDE 
  Drivvin Freth, the drow archmage, is still a factor in this 
  supplement, but his importance is diminished. He adores his 
  sister and wants to do right by his house, so he of course wants 
  to successfully summon a goristro. Under the Companion he 
  successfully does summon one but fails to bind it to his will. 
  See The Wedding Present special event. 
  Drivvin's role in the wedding is to ensure Erelal and 
  "Halaster" get hitched without a hitch. Since the Shadowdusks 
  have already made the Mad Mage's offer of apprenticeship, he 
  understands that Sim is not who he claims to be—but rather 
  than suspecting him to be a simulacrum, he thinks Halaster is 
  just playing some strange game. He also thinks that this 
  marriage is a means to sweeten Halaster's deal. He understands 
  he's out of his depth, for what mortal can truly scrutinize 
  Halaster Blackcloak's madness? 
  Thus, use Drivvin as an enforcer and background character. 
  The arrival of the adventurers arouses even further suspicion 
  from him, and so he keeps a close eye on them and Sim. When 
  in doubt, use him as the character that's babysitting Sim.  
  Roleplaying Drivvin. Drivvin is wholly dedicated to his 
  house and sister, but he's grown desperate. He knows he's in 
  over his head with the goristro, but his sister expects results, not 
  failure. Unlike other drow males, he does not dream of escaping 
  this harsh life for greener pastures. He is surprisingly forthright 
  about most of his opinions and shortcomings, but not to his 
  sister. When he's anxious, he runs his hand through his hair or 
  bites his lip.  
   
  THE SHADOWDUSKS 
  When they first arrived to recruit Drivvin, Tendra and Maleen 
  were perplexed—for here was Halaster himself, being whipped 
  by Erelal Freth. Did they not just see him yonder week? The 
  emissaries nearly blew Sim's cover. They've since sussed out 
  that this is a simulacrum of Halaster, and are content to let 
  things play out. They've grievances of their own to vent on this 
  touchable version of the Mad Mage. When Erelal's had her fill, 
  the emissaries often pick up with the lash where she left off. 
  They've bought Sim's silence by threatening to reveal the truth. 
  They're staying for the wedding as guests. 
  Despite this supplement's changes, the emissaries' task is 
  unchanged: they must recruit Drivvin Freth as an apprentice of 
  the Mad Mage.  
   
  WEDDING BELLS 
  The wedding is split into three acts, detailed below, which begin 
  once the adventurers are welcomed into Spiderwatch Keep. The 
  ceremony is scheduled for the night after the adventurers arrive, 
  giving them at most thirty-six hours to spring Sim or move on.  
  Invite on Sight. Sim has drilled into all the drow the names 
  and appearances of "the contestants." They know to stand down 
  when they arrive and bring them into Spiderwatch Keep. The 
  drow use the Mad Mage's name to goad the party into 
  submission. They only fight in self-defense.  
   
   
   
  
   
  134 
  I. THE BACHELOR PARTY 
  The first act begins with the party's arrival to Spiderwatch Keep. 
  It involves booze, blood and a "run with the bulls."   
  Meeting the Happy Couple. Once the party's in the keep, 
  they're brought before Erelal and the manacled Sim. Pegs and 
  wool are stuffed between his fingers, inhibiting spells that 
  require somatic components. She shows him no more affection 
  than one would show to a brass trophy and is fond of saying, 
  "Soon Undermountain will be mine. All mine. Just like him." 
  Always watched over by drow, Sim's only opportunity to 
  speak quietly to the adventurers is at his bachelor's party; he 
  quickly extends an invitation.  
  Entourage. The party is scheduled for 1d8+2 hours after the 
  adventurers arrive to the keep. Sim's bachelor party consists of: 
  • Hatchrin Alet'taz, Erelal's consort (drow) who is none too 
  pleased that his relationship has been upended by Sim. 
  • Llaxdorl, cousin of Erelal, who's surprisingly supportive of the 
  arranged marriage. He's a drow mage. 
  • Tanimar, Erelal's second son (drow elite warrior), who hopes 
  this new father figure will be everything Hatchrin wasn't. He 
  smarts under any mention of his missing eye. 
  • Xaphtal, youngest son, (drow elite warrior), who hopes to 
  use the bachelor party to eliminate Tanimar.  
   
  Shots, Shots, Shots. For Sim to have a chance to escape, he 
  needs the drow liquored up. He's the liquor reserves and cast a 
  Tenser's floating disk spell to act as a mobile table. He insists 
  everyone, except the adventurers, "get real familiar with those 
  bottles." It follows the party throughout this event. 
  Run with the Bulls. After drinks and cigars (wrapped in 
  spider silk), Sim and the party leave Spiderwatch Keep and 
  head to minotaur territory (Areas 7 and 8) for the "run with the 
  bulls" event. The goal is to run back to the keep with all your 
  bones intact. See Areas 7 and 8 for details.  
  The Great Escape. During the run, Sim attempts to flee but 
  gets lost. He ends up in Area 15, having taken the trapdoor in 
  A14. The drow—Erelal's daughters, most of which are drow 
  elite warriors—organize a search and implant themselves with 
  the adventurers, whom they don't trust. They inevitably find and 
  wrangle Sim, taking him back to Spiderwatch Keep. Drivvin 
  Freth also partakes in the search but goes off on his lonesome. 
  The Truth. If the party finds Sim first and the drow are out 
  of earshot, Sim finally reveals his true nature: "I'm not even 
  real! I'm not even Halaster! I'm just a simulacrum! A shadow, a 
  fake, a fraud, a puppet without strings and without power! 
  Erelal though—she believes me to be the true Mad Mage, and 
  I'm as good as dead if she learns otherwise. You gotta get me 
  outta here!" 
  If the party do not relent, or if they fail to get Sim out now, 
  proceed with Act II, the Wedding. 
   
  II. THE WEDDING 
  The wedding is scheduled for the next night. All of House Freth 
  is in attendance, with exception to a skeletal crew that mans the 
  towers. The ceremony is to be held in Area 18, which has been 
  decorated with strobes of flashing light, ticker tape, and other 
  gaudy things conjured by Drivvin. Sim is kept in Area 19C. 
  Both sides of the door are held shut with an arcane lock spell. 
  Meanwhile, Erelal is getting dolled up in Area 19J. 
  Seating. There are no seats for the ceremony; all attendants 
  are to stand. Area 18 is stocked with the following characters: 
  • Erelal a drow priestess of Lolth (AC 12) 
  • Drivvin, a drow archmage  
  • Maleen Shadowdusk (mage) and Tendra (assassin) 
  • 1d8+1 unarmed drow, including Hatchrin the consort 
  • Erelal's assorted sons and daughters: five unarmored drow 
  elite warriors (with an AC of 14) 
   
  Ceremony. It's Rilna, Erelal's sister, that leads the ceremony, 
  constantly praising Lolth for this "boon of a husband" and the 
  glorious days to come with all of Undermountain under House 
  Freth's heel. During the ceremony, Sim is still manacled and 
  grows ever more nervous, casting his eyes out among the crowd 
  to look for saviors or potential hitmen from Halaster. When he's 
  asked if he'll take Erelal as his wife, he licks his lips and says, 
  "It wouldn't be the first time Halaster Blackcloak married a 
  pregnant woman out of wedlock." 
  Speak Now. The adventurers have the opportunity to speak 
  out against this marriage once Rilna utters the cliché phrase, "If 
  anyone has an objection to this union, speak now or forever hold 
  thy tongue." If any character does speak out, they wind up on 
  Erelal's hit list and she, along with other drow, promptly ignore 
  any objections raised.  
   
  III. WILL THE REAL MAD MAGE PLEASE STAND UP 
  Wed, the unhappy couple rush into Spiderwatch Keep. An hour 
  later, the reception begins. Keep the same characters described 
  in the wedding but add in several drow noncombatants to pad 
  the numbers. Wine and hors d'oeuvres are served; a wedding 
  cake has been baked from fungi and wheat. There's a band. It's 
  all very picturesque and good cheer is in the air.  
  As the music swells and the unhappy couple dance, the crowd 
  claps and cheers—and of them, one elf pulls away his face, 
  literally, revealing himself as the true Mad Mage. Halaster has 
  watched this debacle since its inception and is pleased by it.  
  Read the following: 
  As Erelal and her new husband take to their first dance 
  like a prisoner being led to solitary, the crowd moans with 
  good cheer. They watch, they clap, the music swells, and 
  all are having a good time. One elf in particular is having 
  a great time, laughing so hysterically that Erelal ceases 
  her awkward dance to snarl, "Quit your squawking lest 
  you lose that fat tongue." 
  But does the elf cease? No, no he does not. He jeers so 
  much that spittle flies—and when he wipes his mouth, he 
  wipes away his entire face and there stands Halaster 
  Blackcloak himself.  
  The elves go wild.  
  Once Halaster makes his grand reveal, he waves a hand, causing 
  Sim to become as transparent as ice. He cackles and calls out 
  Erelal as a fool—and as her rage mounts, strange magic takes 
  hold in Spiderwatch Keep: eyes sprout along the walls, the 
  towers; fireworks rocket into the air; the goblins and troglodytes 
  held prisoner in Areas 18G and 18H are teleported to the 
  courtyard, with their chains attached to a festive maypole upon 
  whose head sits a miniature Halaster. The drow watchmen 
  come screaming out of their towers or falling over from the 
  rooftops with tentacled appendages sprouting from their 
  foreheads and armpits. A faux sun even rises above Spider-
  watch Keep, nearly blinding all the drow.  
   
   
  
   
  135 
  As this all unfolds, read the following: 
  The deeply pregnant Erelal snarls, "Cease your antics, 
  wizard! Our bargain was struck long ago and simulacrum 
  or not, you are my husband—so stick to your vows and 
  obey me!" 
  Halaster throws back his head and laughs. "You wanted 
  this, my lady! You wanted to marry into madness—well 
  here it is! Here it is in all its ungainly horror! You're in the 
  thick of it now, my beloved lady-wife, and all your kin 
  shall pay the price.  
  "This mountain is mine. This fortress, mine! This 
  house, mine! I welcome you all into my leper's family—
  and I welcome you as pawns in my newest game." 
  The Mad Mage leans forward, fresh with a grin—and 
  Erelal crumbles to her knees. Her wedding dress has 
  grown wet and her face contorts with pain. "You asked 
  me to marry you, my dear," Halaster says, "and 
  remember: it's 'til death do we part." 
  As Erelal goes into magically induced, premature labor, 
  Halaster pulls out a dagger and goes to gut Sim (+11 to hit, 
  1d4+4 piercing damage). If he reduces Sim to 0 hit points, the 
  simulacrum melts as snow. The adventurers might defend Sim; 
  if they can hold off Halaster for two rounds, he leaves. 
  Missing Mother. Whenever Halaster leaves, it's with Erelal. 
  One moment she's there, the next she's gone. A scrap of paper 
  floats where she once stood and reads, "Best accept that offer 
  now." This refers to Drivvin's offer of apprenticeship under the 
  Mad Mage. With his sister (and her baby) held hostage, the elf 
  has no choice but to accept. The remaining elves' spirits are too 
  broken by the abduction of their matriarch to offer any violence 
  to the adventurers, who are free to go.  
   
  AREAS OF NOTE 
  The following areas are of note: 
   
  1. INTO THE MAZE 
  When the party enters Level 12, Halaster, of course, has 
  something to say. Read the following: 
  The stench of the Warrens has made its home in your 
  clothes, bringing with it scents of excrement and 
  carrion—and it's more of the same here in these new 
  depths. The stench of rot and death is everywhere, brought 
  in a roiling fog that kills visibility. You can hardly see 
  more than an arm's reach. 
  "Welcome," the Mad Mage declares from within your 
  skull, "to the Maze Level: where minotaurs offer futile 
  prayers to their mute lord, Baphomet. Where the drow of 
  House Freth dare to plot their war to take over my 
  demesne. Where few men have ever delved and fewer still 
  returned. I invite you to take in the sights, the scent, and 
  enjoy your time here. This is your last vacation before my 
  true game begins."  
  Before the adventurers leave Area 1, they hear the bore worm 
  in Area 13 as it comes up from Level 13. 
   
  1A. RUSTY HEAD 
  Amidst the fog looms the rusted remains of some 
  construct. Much of its body has been stolen away, but 
  some parts remain like the discarded metal guts of a 
  corpse. Its head is like an empty helm left behind on a red 
  battlefield. After close inspection, you find an inscription 
  in Elvish. 
  The destroyed shield guardian was a gift from Erelal Freth to 
  her brother Drivvin. The inscription reads, in Elvish, "To 
  dearest Drivvin, may this guardian protect your virtue. From 
  your concerned sister, Erelal." A legend lore spell cast on the 
  rusty head reveals that Drivvin Freth is… to say, a permanent 
  bachelor, despite his best efforts.  
   
  2. LIGHT OF THE DEAD 
   
  2A. WILL-O'-WISP 
  Amidst the roiling fog, you spot lantern light—and out 
  comes a woman's voice, thick with an elven accent: 
  "Hurry! The others are dead! They're about to butcher 
  her!"  
  If the will-o'-wisp successfully lures the party into Area 7, the 
  spirit shouts, "Meet your end, buffalos! Your reckoning has 
  come!" 
   
  2B. BROKEN LUTE 
  You can add some weight to the lute found here. If you're aware 
  of any adventurers' acquaintances that might have been 
  kidnapped by Houses Auvryndar or Freth and brought to 
  Undermountain, like the Sing-Alongs, the nabbed halfling 
  quintet on Level 10, then attach a different name to the lute. 
  Otherwise, this Korynn was a well-known musician in 
  Waterdeep, whose acquaintance was earned by one of the party 
  members (such as bards, or characters of the Entertainer 
  backgrounds). Award inspiration if the player really bites into 
  it, roleplaying their sorrow. Alternatively, they may have met 
  him in Skullport. If they return with news of his death, his 
  widow, Gloria, awards them 10 gp. 
  If any adventurer came to Undermountain to seek out an old 
  friend, change this "Korynn" to fit that, if possible. They've 
  found no corpse yet, so it's still possible he lives; perhaps he's a 
  prisoner of the drow? 
   
  3. DEAD END 
  Dead ends are important to the Exploration pillar of D&D to 
  remind the party just how futile life is. 
  Halaster's Game. The Mad Mage has trapped this passage 
  with one of his favorite antics: a Large steel, half-sentient steel 
  boulder. Once characters reach the dead end, the trap animates. 
  It's an improved version of Halaster's Crushing Eye from Level 
  2. Halaster has emblazoned a confusing image on the boulder; 
  while it's rolling, characters notice that it forms a moving 
  picture of Halaster cackling.  
  Halaster, of course, is a kind and benevolent tyrant that will 
  forewarn passerby of this trap. When characters enter the dead-
  end passageway, his voice echoes off the stones to say: "Turn 
  back! Begone or be dead!" When the boulder is released, it 
  comes through the stone wall as if it were under a meld into 
  stone spell or similar magic.  
   
  
   
  136 
  Once the boulder is released, all present characters roll 
  initiative, including the boulder, with a +8 bonus to its initiative 
  roll. The boulder has a speed of 60 ft. and doesn't rely on gravity 
  to take it forward. Thanks to its magical nature, it can make 
  turns when needed. On its turn it moves forward; it can move 
  through other creatures' spaces. When it enters a creature's 
  space or a creature enters its space while its rolling, that creature 
  must succeed on a DC 15 Dexterity save or take 55 (10d10) 
  bludgeoning damage and also be knocked prone.  
  A creature within 5 feet of the boulder can attempt to slow it 
  down by using an action to make a DC 20 Strength check. On a 
  successful check, the boulder's speed is reduced by 15 feet. If 
  the boulder's speed drops to 0, it stops moving and is no longer 
  a threat until the start of its next turn—but any bludgeoning 
  damage it inflicts that turn is reduced to 17 (3d10). It reaches 
  its full speed at the start of its next turn after that, provided no 
  character reduces its speed again. 
  Once all creatures vacate the dead-end, the boulder reverses 
  direction and returns to its space behind the stone wall. 
  Halaster's voice shouts, "I told you so!" 
   
  4. FACES IN THE FOG 
  Use the fog to your advantage: remind the party of those other 
  adventurers they've passed or slain. The faces might even 
  whisper or shout at the adventurers, demanding justice or 
  charging them with murder. Suggestions include: 
  • Any of the Fine Fellows of Daggerford: Copper Stormforge, 
  the dwarven thief, Midna Tauberth, human priestess of Shar, 
  or Rex the Hammer, human warrior.  
  • Any slain Gentleman Bastards (see the Companion Ch. 7 & 8) 
  • Wyllow, archdruidess of Level 5 
  • Any friend or rival of an adventurer, whose fate is unknown 
   
  5. DEMON'S TRIANGLE 
  You weren't meant to see this—no one was. No mortal at 
  least, not any sane individual. Three pillars of stone hold 
  the ceiling, each painted in blood. The fog roils here, 
  turning crimson as it passes through the pillars. You 
  feel… not the attention of some distant being, but its 
  callous disregard instead.  
   
  7. MINOTAUR CAVES 
  As the party stumbles through these caverns, your goal is to set 
  up a classic scene: misty minotaurs form in the fog, but as they 
  advance, one turns out to be real, already waiting for them. If 
  you're within arm's reach of a player at your table, snatch at their 
  arm when the first minotaur attacks. 
  Tactics. Minotaurs are classic monsters that lack Multiattack. 
  Make sure to Reckless Attack each turn and rush forward with 
  a gore attack. Minotaurs only resort to their greataxe when they 
  can't afford to provoke opportunity by leaving a creature's 
  reach. They always start combat with such an attack; when they 
  spot another weak target, their bloodlust drives them to charge 
  that new foe down. 
  Wedding Invitations. One of Sim's wedding invitations floats 
  about this cavern. It urges the party to come to the drow keep.   
  Bachelor Party. Sim leads the drow down here for his "Run 
  with the Bulls" event for his party. Really, it's just an attempt to 
  escape his marriage. If Maku and his minotaurs were already 
  dispatched, then they encounter 1d6+1 minotaurs that charge 
  after them. The goal of the game is to make it back to Area 17D 
  alive where, apparently, "bodacious vixens" are waiting to 
  "lovingly" tend to the males' wounds. Any character familiar 
  with drow gender relations can hazard a guess that there won't 
  be any tender-loving-care waiting for them back at Spiderwatch 
  Keep. The male drow here, however, are deluded enough to 
  think "Halaster" has enough clout to warrant this TLC.  
  The run is supposed to begin in Area 8A. 
   
  8. SHRINE OF THE HORNED KING 
  As the adventurers near this area, read the following: 
  Chanting echoes throughout the cavers, accompanied by 
  stomping thunder. You can tell that such a blasphemous, 
  barbed tongue is not of this world.   
  The chanting goes, in Abyssal, "Hail the Horn. Praise the Horn. 
  Love the Horn. Be the Horn. Baphomet, we look to you, our 
  king. Hear us, oh please, hear us and heed," and so on.   
   
  8A. KEEP CALM AND CARRION 
  It's a grisly, desperate scene: minotaurs stomp and dance 
  before an offal pile kept from an avalanche by a low stone 
  barrier. You can't even imagine the number of corpses 
  needed to make it. A minotaur priest leads its kin in some 
  fell ritual from behind an altar made of thick bones and 
  thicker fur. Two minotaur skulls crown poles that jut from 
  the altar.  
  The air here is thick with power, born from cannibalistic 
  cabals and ritual sacrifice. That grisly power overwhelms 
  you, a tangible, suffocating force that fills your lungs.  
  As described in the sidebar above, Maku has been armed with 
  pact magic, courtesy of his pact with the Prince of Demons, 
  Demogorgon. Statistics for the berserkers Maku summons 
  with his horn of the endless maze can be found in Appendix B.  
  Tactics. With Maku reimagined as a fiendh warlock, his 
  tactics are as follows: 
  • Maku opens up with his horn of the endless maze to pad the 
  minotaurs' numbers. 
  • He has only four spell slots but combat likely won't last any 
  longer than four rounds.  
  • When he's first struck, Maku casts hellish rebuke.  
  MAKU: WARLOCK OF THE FIEND 
  Maku is reimagined as a warlock; as written in DotMM, Baphomet 
  does not answer prayers, nor does he have any interest in Maku's 
  tribe—but Demogorgon, the Prince of Demons, does. Masquerading 
  as Baphomet, Demogorgon has granted Maku his patronage. Maku 
  thus has the following trait, a Charisma score of 18, and is a CR 7 
  creature:  
  Spellcasting. Maku is a 17th-level spellcaster. His spellcasting 
  ability is Charisma (spell save DC 15, +7 to hit with spell attacks). 
  He regains his expended spell slots when he finishes a short or long 
  rest. He knows the following warlock spells: 
  Cantrips (at will): eldritch blast, fire bolt, mage hand, minor 
  illusion, shocking grasp 
  1st-5th level (four 5th-level slots): banishment, burning hands, 
  flame strike, hellish rebuke, magic circle, scorching ray, scrying, 
  stinking cloud, suggestion, wall of fire 
  
   
  137 
  • On his second turn, Maku splits the party with a wall of fire, 
  forcing some adventurers to cross the flames. It's angled so 
  that characters that rush outward aren't harmed by the fire. 
  • With his concentration devoted to wall of fire, Maku casts 
  flame strike on his third turn, capturing as many foes in the 
  blast as possible. 
  • To pick off unarmored foes, Maku relies on scorching ray.  
   
  Bachelor Party. As described in A7, Sim leads the bachelor 
  party down here to "run with the bulls." Ideally, this begins in 
  Area 8A. In the confusion, Sim tries to slip away but he's 
  wrangled by Llaxdorl, Erelal's cousin; the fool thinks Sim just 
  got lost.  
   
  9. FOGGY CAVES 
  This area is the most straight forward way to usher the party 
  into Spiderwatch Keep.  
  Wedding Invitations. The adventurers find one of Sim's 
  magical wedding invitations floating through these caverns, 
  urging them to come to Spiderwatch Keep for the wedding.  
   
  9A. AMBUSH POINT 
  As you bumble through the fog, beautiful elves step up 
  from their cover, hand crossbows at the ready. "Not 
  another move, punks!" shouts one scantily clad elf, whose 
  chiseled jaw could kill a man. 
  Per Halaster* Gets Hitched, the elves are on orders to bring 
  these adventurers to Spiderwatch Keep. If you aren't running 
  this variant, then ignore this text block and have them attack 
  indiscriminately.  
  Roleplaying the Incubi. Of anything on this level, the most 
  interesting are these two incubi. They are instruments of 
  vengeance; use them to harry the adventurers from now until 
  the end of their stay in Undermountain. They always turn up as 
  a pair. Thought dead by the drow, the incubi are free to explore 
  the Material Plane without Drivvin on their backs. Business, 
  however, always comes before pleasure and before they can 
  entertain themselves with the mortal world, they're compelled 
  to eliminate the adventurers. 
   
  9B. SHAPES IN THE FOG 
  Through the caverns you go, your feet sending bones and 
  gravel crying across the floor, rousing the spirits of the 
  dead that take their once-earthly forms: minotaurs made 
  of vapor whose greataxes radiate wintry wrath. 
   
  9C. UNPLEASANT DESCENT 
  Don't pull your punch with the pit. Only if the fog has been 
  cleared can someone spot it. This is a rare opportunity to have 
  high-level adventurers fall prey to a mundane trap. 
   
  12. GUARDED CAVES 
  For once, the tunnels are without fog.  
  Wedding Invitations. The adventurers find one of Sim's 
  magical wedding invitations floating through these caverns, 
  urging them to come to Spiderwatch Keep for the wedding.  
  12A. STANDING GATE TO LEVEL 14 
  The drow are under orders to bring the adventurers safely to 
  Spiderwatch Keep. The minotaur skeletons here attack before 
  the drow can recognize the party but can be called off with the 
  Elvish word for "heel," which was taught to them by Drivvin 
  Freth, or whatever mage created these undead. Aftewards, 
  Tanimar Freth calls for both sides to stand down, apologizes for 
  the "hounds" and ushers the party into the keep, explaining the 
  coming nuptials. The drow care little if a skeleton is destroyed: 
  "No harm, no foul," Tanimar says. 
  Xaphtal's Treachery. Xaphtal holds off on trying to kill 
  Tanimar if his brother can call a ceasefire. Otherwise, as the 
  battle turns south, he puts a crossbow bolt his brother's back.  
   
  12B. IRON SPIDER 
  A steel monstrosity in the shape of a spider stands in this 
  cave, attended to by four male drow.  
  Because of the iron spider's importance, the drow raise the 
  alarm immediately, regardless of their orders to bring the party 
  in for the wedding. As the reinforcements are on their way, one 
  of the drow recognizes the party and appeals to them.  
   
  12C. QUAGGOTHS 
  Unlike the drow, the quaggoths, hungry for fresh meat, care not 
  for Erelal's wedding and attack the party indiscriminately. Give 
  the quaggoths advantage on both Dexterity (Stealth) checks to 
  remain hidden and on their first attack roll whenever they drop 
  from the cables to attack from above.  
  Tactics. The quaggoths prefer to keep the high ground; 
  against small targets like gnomes, they make a grapple check 
  then climb up the cables King Kong-style with their prey.  
   
  13. ROUNDABOUT 
  When the adventurers first reach this tunnel, the bore worm is 
  busy down in Level 13. It's only if they descend that it roils up 
  the roundabout.  
  Foreword. In the next chapter of the Companion, Level 13 is 
  reimagined as a desolate Mad Max-esque hellscape that 
  stretches for miles.  
   
  14. DEAD END? 
  If the adventurers are on the run from the drow, seed in a patrol 
  of one drow elite warrior and 1d4+1 drow while the party's 
  here, which arrive after they've found the trapdoor.  
  Bachelor Party. If Sim's presented with the opportunity, he 
  hides here after escaping his bachelor party. Due to his magical 
  nature, a detect magic spell betrays his presence through the 
  trapdoor. His feet are blue with frost.  
  Key to Paradise. A character that touches the key receives a 
  vision of a palace made of sheet-metal sitting in a desolate 
  hellscape. The sun scorches the sands, but it feels wrong, even 
  shallow. The vision brings this character towards and through 
  the palace's doors to show a rock gnome tinkering on some 
  contraption with two spike-spoked wheels (a motorcycle). The 
  gnome pauses, then stares straight at the character, grinning 
  wickedly. "The key to paradise is yours. Use it. Find the 
  Graveyard." This gnome is Zox from Level 13, which has been 
  reimagined as a Mad Max-esque hellscape.   
  
   
  138 
  18. DROW FORTRESS 
  Since the drow keep no light sources in Spiderwatch Keep (all 
  hail ubiquitous darkvision and screw the few player races that 
  don't have it), the narration for this ignores the presence of light 
  on the party's end. Adapt accordingly when you read the 
  following: 
  The ceaseless fog pushes against stolid, solid walls of a 
  fortress—an actual fortress found in the depths. The 
  cavern ceiling is fanged with stalactites that hang over a 
  carven spidery castle. Towers keep their vigil from on 
  high; the walls are both spiked and draped with cobwebs. 
   
  ARRIVAL TO SPIDERWATCH KEEP 
  When the adventurers are brought through the gates, they see 
  that the courtyard is half-decorated in gaudy, shoddily-made 
  wedding decorations. Goblin slaves are busy setting up tables. 
  Llaxdorl Freth, the drow mage, watches over the gate and 
  demands their business; any drow escorts explain that "the Mad 
  Mage's guests" have finally arrived. 
  Rilna Freth, the castellan of Spiderwatch Keep is notified by 
  Llaxdorl's quasit minion; she promptly meets the party in the 
  courtyard. Read the following: 
  Out from the spider-shaped keep strides a harridan 
  without any sense of mirth in her weathered face. At her 
  side are several guards, each uneasy and brandishing 
  either blade or crossbow. 
  The harridan stops before you, her hand on the pommel 
  of her blade. "I am Rilna Freth, castellan of Spiderwatch 
  Keep," she says, "and speak on behalf of Lady Erelal 
  Freth who has offered guest right under the laws of 
  hospitality. Swear to draw no blade or offer no insult and 
  you will find respite here. Decline and be cast out to the 
  devil fog." 
  Rilna outlines the terms of the party's stay: offer no violence, 
  receive no violence. Once the adventurers swear to the oath of 
  hospitality, read: 
  Rilna Freth runs a hand through her greasy hair. "Your 
  stay," she spits, "has been requested by the Mad Mage. 
  Calls you the guests of honor. He wishes to speak to 
  you—as does my Lady Freth. You may leave your effects 
  with my stewards. You'll be held up in the barracks, which 
  have been cleared for your privacy."  
  Rilna assigns a detail of 1d4+1 drow under the command of 
  Sabatrin (a drow elite warrior and fifth daughter of Erelal) to 
  watch over the party. They can convince Rilna to let them first 
  visit the southern barracks (Area 18E) with a successful DC 16 
  Charisma (Persuasion) check. Otherwise, she insists that they 
  immediately enter Spiderwatch Keep, under Rilna's vigil, to 
  meet with Erelal Freth in Area 19K. 
   
  19. SPIDERWATCH KEEP 
  Carved as a crouching arachnid with all of the same 
  menace, this fortress, this Spiderwatch Keep, bustles with 
  busy drow. You shiver with anticipation. You've come at 
  long last to House Freth's seat of power in these depths, 
  the seat from which they wage war with your dear pals, 
  House Auvryndar. Somewhere in there, apparently, 
  grumbles the Mad Mage. You can't even imagine what 
  tricks he has up his sleeve. 
  Keep in mind that all outer doors are held shut with arcane lock 
  spells that can only be circumvented by drow wearing an 
  insignia of House Freth. This works both entering and leaving 
  the fortress. The party may have taken an insignia from a dead 
  drow or from the spy Xarann A'Daragon of Level 10.  
   
  19E. HALL OF SPIDERS 
  As the adventurers are led through this hall, the door to 19F, the 
  guest bedroom, opens. Tendra Nightblade smirks at the party, 
  lingering to watch them go before leaving the room for Area 18. 
  Read the following: 
  Your steps echo down the hall; it's draped in cobwebs. 
  Spiders crawl across the walls and around your feet. A 
  door to your right opens: a human woman wearing 
  leathern bracers gives you a coy smile. She offers only 
  silence, lingering at the threshold to watch you go.  
  You overhear one of your armed guards grumble in 
  Elvish to another; the words drip with disgust. 
  One of the male drow grumbles, "Freak" in Elvish. Many of 
  House Freth are unsettled by the presence of the Shadowdusk 
  emissaries; House Shadowdusk is steeped in rumors that have 
  spread throughout all of Undermountain. Rumors that speak of 
  forbidden rituals scorned even by the most crazed of magi; 
  rituals that would dare make contact with the Far Realm, that 
  tentacled demesne.  
   
  19K. MOTHER AND BROTHER 
  When the adventurers come here for the first time, Sim is here, 
  bound and manacled. It's assumed that Rilna Freth escorted 
  them here. Erelal and Drivvin are both present (a drow 
  priestess of Lolth and drow archmage, respectively). Read the 
  following:  
  Rilna and her guards come to a halt; the castellan 
  approaches an iron door. Her knocks echo throughout the 
  cold fortress. "My lady?" she calls. "The Mad Mage's 
  guests have arrived. Are you decent?" 
  A voice pregnant with scorn shouts, "Bring them in; it's 
  time I meet my fiancé's esteemed guests." 
  Rilna sucks in a breath and cracks open the door before 
  letting it swing wide open. She gives you a worried glance 
  and gestures you forward. 
   
   
  
   
  139 
  Once the adventurers enter the chamber, read: 
  It's the deeply pregnant drowess wielding a scourge that 
  you notice first. Her swollen belly is cloaked in black-
  and-silver satin and her whip is red with fresh blood. 
  Behind her, a shrine to the demon goddess Lolth stands in 
  all its gory, spidery glory.  
  A drow mage pauses to regard you, his weatherworn 
  face stretched taught with stress. His black robes caress 
  the floor.  
  Lady Erelal Freth sits on a divan—and beside her sits 
  the Mad Mage himself, his wrists manacled. Wooden 
  pegs have been driven between his fingers to inhibit 
  spells, no doubt. With a sheepish grin, Halaster 
  Blackcloak croaks, "My groomsmen, my friends, have 
  arrived at last." He turns to Erelal Freth. "Isn't this 
  wonderful, h-honey?" 
  Erelal is in no mood for entertaining; now that she's delivered 
  on her promise to bring Sim's guests here, she expects him to 
  cease his prattling. As described above, Erelal is unaware that 
  this isn't the true Mad Mage, but a simulacrum. Alerting her to 
  the fact would guarantee Sim's death. 
  Sim. Sim is manacled here, with pegs in between his fingers 
  to inhibit spellcasting. He's visibly distressed and is clearly 
  trying to play it cool—he'll break once he has a moment alone 
  with the adventurers, one of whom he names best man, despite 
  having no intention of going through with the wedding. He 
  explains the situation through this sample dialogue:  
  • "Erelal, that witty fox, has outsmarted me! Yep! Twisted a 
  bargain struck long, long ago, ages ago. I'm to be her awfully-
  wedded husband that will, of course, love, honor, and—most 
  importantly—obey her 'til the End Times." 
  • "Our nuptials will be fierce. Sealed in ancient magic. We will 
  be serving chicken, fish, or deep rothé, so take your pick!" 
  • "I would be honored if you would serve as my groomsmen, 
  even my best man. What say you, contestants?" 
  • "The bachelor party's tonight—even my Lady Erelal's cuckold 
  is joining! I must insist you join as well!" 
   
  After Sim is finished with all this prattle, Erelal dismisses the 
  party. She warns them that she expects nothing but peace, 
  frivolity, and strict obedience to the laws of guest right. She's 
  fond of saying, "I'd have your guts for garters were it not for my 
  dearest Hal. Play nice, lest I have cause to cut you down." 
  Bachelor's Party. Sim insists the party comes to the bachelor 
  party, which is due to occur in 1d8+2 hours. See Act I of 
  Wedding Bells above.  
  Tactics. If a conflict occurs here, Sim takes no part except to 
  make a break for his freedom. The party must contend with both 
  an archmage and priestess of Lolth, whose tactics are expertly 
  detailed in DotMM. In addition, Rilna Freth (drow elite 
  warrior) and her 1d4+1 drow are present or, at the very least, 
  outside the chamber. They're immediately alerted by combat 
  and bust in to defend her.  
   
  SPECIAL EVENT 
  You can run the following event for Level 12: 
   
  THE WEDDING PRESENT 
  Desperate to appease her sister, Drivvin attempts to summon a 
  goristro—and succeeds! However, he fails to bind the demon 
  to his will. The demon rages through the fortress. It's first 
  summoned in Drivvin's study, Area 19I; it then crashes into 
  Area 19C, where it widens the hole in the ceiling and escapes. 
  The adventurers might be called upon to contain the demon 
  with Drivvin. If they're not explicitly elsewhere, the party is 
  having a tense tea session with Erelal in Area 19K. As the beast 
  rages through the keep, Sim might try to escape, or the party 
  might take this chance to eliminate Erelal. There's no wrong 
  answer. Ultimately, the alarm is raised but the demon can't be 
  brought down by arrows and spells alone. Unless attacked by 
  the party, it escapes Area 18 with half its hit points and having 
  slain 2d6 drow and one of Erelal's daughters (ideally Illanlue).  
  Aftermath. The goristro doesn't make it far through 
  Undermountain before Halaster finds and binds it to his will. 
  Thereafter, he can unleash the goristro on the party at any point 
  in the adventure. L13 is an ideal time to set it upon them.  
   
  EPILOGUE 
  If the adventurers defeat Maku and suffer through the wedding, 
  they earn enough experience to advance half-way to 13th-level. 
  Cap off your session with one of the send-offs below: 
   
  THE STANDARD SEND-OFF 
  At long last, the saga of Houses Freth and Auvryndar's 
  war draws to its bloody close—or doesn't. Your part has 
  finished, and good riddance to these bickering children. 
  They've seen nothing of Undermountain, been privy to 
  none of the horrors offered by the Mad Mage. They are 
  children of summer blind to a long and harsh winter 
  waiting outside their walls.  
  The depths await in the form of a steep tunnel that 
  corkscrews through the earth. As you eye the descent, you 
  pray that there are no more drow left to harry your 
  adventure through the dungeon of the Mad Mage.  
   
  THE HOST'S SEND-OFF 
  This send-off assumes that you run Halaster* Gets Hitched and 
  that the Mad Mage kills Sim. 
  The Mad Mage has found a nice nook in your mind to sip 
  his whisky and bother you with his incessant prattling: 
  "Never," the Mad Mage whispers, "meet your creator, 
  for whatever god dreamed you up will surely be 
  disappointed. And just as they created once, so too can 
  they again—and this time they will patch up your holes, 
  your flaws. They will try again to create perfection, to 
  create in their image, despite that image being flawed. It 
  is the right of a deity to try again with a new slate. Just 
  don't be on the slate when they wipe it." 
   
   
  
   
  140 
  LEVEL XIII: TROBRIAND'S GRAVEYARD 
   
  "I am your redeemer! It is by my hand that you will rise from the ashes of this world!" – Yargoth the Breaker 
   
  QUICK NOTES 
  • 
  This chapter of the Companion seeks to infuse an utterly 
  dead level (albeit one with potential) into a mad clash of 
  hobgoblin bikers. 
  • 
  The hobgoblins here belong to the Death's Head Phalanx 
  on L14, who serve fire giants that want to reshape the world 
  into a grand, new order. Per the Companion, they're instead 
  exiles that can only buy amnesty with materials scavenged 
  from the Graveyard.  
  • 
  There's but one arcane gate on this level, which links to L6. 
  It's housed within Zox Clammersham's palace, Area 7, 
  which can only be accessed by his key found on L12, A7. 
  • 
  As described below, the map for this level becomes just a 
  reference document for the Graveyard, whose size has been 
  vastly expanded. One square is equal to 1 mile when out-
  doors, whereas interiors remain at the same scale.  
  • 
  Per the Companion, Zox Clammersham, the gnomish arch-
  mage, is found in A3, not A7, where he's dying of thirst.  
  • 
  Per the Companion, all of the Graveyard is an environment 
  of Extreme Heat (see App. C for effects) during the day.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  This level is slightly related to these two levels: 
  • The hobgoblin raiders serve under the banner of the estranged 
  son of Warlord Azrok from Level 3, Doomcrown. Many can 
  share tales of their falling out.  
  • Level 12: the key to Zox Clammersham's palace (see Area 7) 
  is found on this level in Area 14. 
   
  MAD MAGE: FURY ROAD 
  Trobriand's Graveyard is reimagined as a desolate, Mad Max-
  esque hellscape replete with shoddy motorcycles and death 
  jeeps operated by a hobgoblin biker gang. The Graveyard 
  stretches for miles; virtually no other regions exist at this depth 
  of Undermountain. In summary, these changes are: 
  • Every square on the map, with exception to the inside of Zox 
  Clammersham’s palace (Area 7), is 1 mile. Adjacent areas lie 
  2d12+4 miles from one another. The tunnels/trenches made 
  by the bore worm are 40 feet in width and 20 feet deep.  
  • All ceilings on this level are 600 feet in height. An illusion 
  invoked by Halaster's wish spell paints the ceiling as a sky 
  with a scorching sun that sheds real heat. Thus, during the 
  day, all of the Graveyard is lit with bright light.  
  • Cavern floors are dusty hardpan that bake under the faux sun's 
  heat and are pocked by piles of scrap metal.  
  • Walls appear as insurmountable mountains, but invisibly 
  connect with the ceiling. Creatures that fly over these ranges 
  crash into the wall.  
  • All of the Graveyard is under the effects of Extreme Heat (see 
  Appendix C).  
  • Oases can be found throughout the wastes, often with 2d6+2 
  hobgoblins or 1d4 scaladar guarding it. Additionally, the 
  wastes are populated by cacti (wished into existence by 
  Halaster). Unlike real cacti, these ones can hold up to 1 gallon 
  of freshwater—but drinking it subjects one to a DC 14 
  Constitution saving throw against poison, with 7 (2d6) poison 
  damage on a failure. The Mad Mage delights in this gamble.  
  • The Graveyard is dominated by poisonous, shoddily-made 
  wheeled machines that spit out smog and eat diesel—the 
  early inventions of Trobriand now utilized by the hobgoblins.  
   
  HALASTER'S GAME: ZOX HUNT 
  This level focuses on Yargoth the Breaker and her desperate 
  hunt for Zox Clammersham. In DotMM, the hobgoblins serve 
  under Doomcrown's banner, the warlord of the Death's Head 
  Phalanx (see Level 14). In the Companion, however, Yargoth 
  and her men are insane exiles whose exoneration can only be 
  bought with scrap metal. They've roamed this hellscape for 
  eight months—eight months of torment by the harsh elements, 
  the scaladar, and the schemes of Halaster Blackcloak. They are, 
  in a word, insane. 
  The party is on a collision course with Zox Clammersham, 
  who's found in Area 3, not 7. He's been roughing it in the wastes 
  for weeks now, hiding from the hobgoblins. The Mad Mage 
  charges the party with returning Zox to Area 7, so that he may 
  resume his work. This journey will take weeks on foot and days 
  by vehicle, given how vast the Graveyard now is. Halaster has 
  personally promised Yargoth and her men redemption if they 
  can capture the gnome before this—and so, the fanatics have 
  launched yet another crusade, pitting them against the party.  
   
   
   
  
   
  141 
  THE BROKEN 
  Hereafter, Yargoth and her hobgoblins are referred to as "the 
  Broken." These insane raiders have since utilized Trobriand's 
  early diesel engine vehicles (described below).  
  Acheron Awaits! The Broken are obsessed with Acheron, the 
  domain of Maglubiyet, the hobgoblin god of conquest. To die 
  riding towards Acheron is the greatest honor the raiders can 
  hope for—and a common rallying cry is "Acheron awaits!" 
  Yargoth, for her part, has stoked the coals of her men's blind 
  fanaticism, cementing her reign as a cult leader.  
  Grease and Blood. The Broken are also obsessed with their 
  vehicles ("deathcycles" and "death jeeps") which they use to 
  cross the Graveyard and haul back their loot on. An engine is 
  an extension of one's own body and steering wheels are akin to 
  religious icons of Maglubiyet.  
  Roleplaying the Broken. Mad beyond measure and obsessed 
  with a glorious death, the hobgoblins are fond of the following 
  phrases: 
  • “You’ll be worm food!” 
  • "I shall ride eternal, shiny and chrome!"  
  • "I live, I die, I live again!" 
  • “What a lovely day!" 
   
  Roleplaying Yargoth. Despite her cult following, despite 
  carving out power and freedom in the ashes of her exile, 
  Yargoth is unsatisfied with her lot and hounded by doubt. Doubt 
  poisons every decision and every hope. Insanity has bloomed 
  from within her skull, but that wild stallion has been tamed—
  for now. As insanity rages in its paddock, she cannot help but 
  wonder if her true title is no longer "the Breaker" but instead 
  "the Broken." Such fear has made her brittle.   
  Yargoth's plans are in similar disarray: she knows that she 
  must find Zox Clammersham and steal his ring to seize control 
  of the scaladar, but she has yet to decide whether to use the 
  constructs to satisfy her estranged liege, Doomcrown, or usurp 
  him. Finding the gnome has become her sole mission and the 
  only floodgate holding back true hopelessness.  
   
  ZOX CLAMMERSHAM: RUIN TO RICHES 
  Under the Companion, Zox's erratic goals remain the same: to 
  create a vast machine capable of duplicating whatever goes 
  through it. His quest has drawn the Mad Mage's attention, who 
  is evaluating Zox as a potential apprentice, calling him "the 
  successor" to Trobriand. Zox has evaded the hobgoblins for 
  almost three weeks now and is malnourished, dehydrated, and 
  desperate. The quest to deliver him to Area 7 is divided into five 
  optional parts that take the party throughout the level. 
  1. Finding Zox. Unlike in DotMM, Zox isn't in Area 7; he 
  needs to return there. The party encounters Zox in Area 3, 
  hiding amongst the junkyard from the Broken's patrols. He's 
  malnourished and dehydrated, which has earned him two levels 
  of exhaustion. The mage is nearly out of spell slots. It's here that 
  Halaster telepathically offers his quest. 
  2. The Ring! Halaster has plucked Zox's scaladar control ring 
  and hidden it in Area 4, with the massive Shockerstomper. To 
  get there from Area 3 takes a day by foot or three hours by 
  vehicle.  
  3. No Good Deed. With his ring back, Zox asks the party to 
  take him to Area 12, to check on the myconid colony that 
  sheltered him from the hobgoblin raiders. Last he saw of it, the 
  flames were leaping higher and higher. Consumed by guilt, he 
  strikes off for the area with or without the adventurers. This 
  journey from Area 4 takes three days by foot or the better half 
  of a day by vehicle. Reaching this area requires passing by 
  Yargoth's camp (Area 11), provoking a conflict.   
  4. Rex Reborn. When the hobgoblins broke down the doors 
  to his palace, Zox's shield guardian held the line—until Yargoth 
  the Breaker cleaved off its head. Zox insists they visit Area 9 to 
  collect enough steel and then visit Area 8 to have the azers there 
  smelt him a body for Rex.  
  5. Palace of the Lost. With his ring and guardian restored, 
  Zox is ready to return to his palace. However, by now Yargoth 
  (following Halaster's whispers) has gathered her host and is 
  ready to knock down the palace's walls—this time with 
  Shockerstomper in tow, if the machine wasn't destroyed. She 
  herself drives a hellfire engine stolen from the Nine Hells by 
  Halaster (see Appendix B).  
  Aftermath. If Zox survives, Halaster teleports the party from 
  the level. If they fail to protect him, they find the tunnel to Level 
  14 after 2d4+3 days of wandering the Graveyard or until a 
  player thinks to follow the bore worm's trail—risking a conflict 
  with the great machine.  
   
  DIESEL VEHICLES 
  This hellscape is dominated by vehicles held together only by 
  hope and duct tape. These vehicles are early inventions of 
  Trobriand, before Halaster warned him to knock it off. They run 
  off of diesel fuel, which can be harvested from a third pool in 
  Area 9 and found in caches throughout the wastes. They’ve 
  since been salvaged by the hobgoblins, who don’t know how to 
  gain more fuel; only Zox has figured that out.  
  Statistics. Simplicity's the norm for these vehicles. Vehicles 
  are made of two parts: the body and the wheels, each with an 
  AC and hit point maximum. Bodies also come with a damage 
  threshold ("DT"); if the body takes less damage in one instance 
  than its damage threshold, the damage is reduced to zero. 
  Driving. The vehicle's driver must use their action to pilot the 
  vehicle, making Intelligence or Dexterity (vehicle (land)) 
  checks to keep control of it during a serious development, such 
  as losing a wheel or making a sharp turn. All hobgoblin raiders 
  on this level make this check with a +5 bonus.  
  Crashing. When a vehicle crashes, it takes 3d6 bludgeoning 
  damage plus an additional 1d6 for every 10 feet of movement it 
  was traveling. For example, a death jeep with a broken wheel 
  moves at 60 feet per round; if it crashes, the vehicle and its 
  occupants all take 9d6 bludgeoning damage.  
  A crash's impact can be lessened by a DC 18 Intelligence or 
  Dexterity (vehicle (land)) check. On a success, the occupants 
  and vehicle take half damage from the crash.  
  Fixing. With the necessary materials, a vehicle can be 
  repaired over 1d4 hours with a DC 20 Intelligence check using 
  tinker's tools.  
  Fuel. It would be tedious to track a vehicles’ fuel; for every 
  10 miles traveled, there’s an aggregate 10% chance the vehicle 
  runs out of fuel; see the Out of Gas special event. Gas can be 
  made in Area 9.   
   
   
   
  
   
  142 
  DEATHCYCLE 
  A deathcycle is a sleek two-wheeled vehicle capable of 
  supporting two riders (or three, if a sidecar is attached). It is 
  useless without even one of its wheels. Its statistics are: 
  • Size: Medium 
  • Body: AC 18, 50 hit points, DT 5 
  • Wheels (2): AC 15, 10 hit points 
  • Speed: 90 feet per round (-90 per damaged wheel), 10 mph 
   
  DEATH JEEP 
  A death jeep is a four-wheeled, windowed car with a flat 
  rooftop. Handles are built into the vehicle's sides and rooftop to 
  give better grip to passengers. Hobgoblins are fond of clinging 
  to the sides to make melee attacks against strafed targets. When 
  a creature clinging to the jeep’s side takes 10 points of damage 
  or more, they must make a DC 10 Strength saving throw to keep 
  their grip, otherwise they fall off and take 1d6 bludgeoning 
  damage.  
  • Size: Large 
  • Body: AC 16, 75 hit points, DT of 10 
  • Wheels (4): AC 14, 10 hit points 
  • Speed: 80 feet per round (-20 feet per damaged wheel), 9 mph 
   
  AREAS OF NOTE 
  The following areas are of note: 
   
  1. TUNNELS AND TRENCHES 
  The tunnels that have brought you down from the Maze 
  are too smooth, too perfect to be natural. Inspecting the 
  walls, you can see they have been smoothed from 
  repeated passage—but what masons could exist in these 
  depths? There are no steps, no inscriptions. This passage 
  is entirely utilitarian—and its size! Unless magic 
  excavated this place, only a gargantuan creature or a team 
  of bored dwarves could have carved these tunnels—
  dwarves with one-track minds, unnatural precision, or 
  clockwork machinery. You can tell that fallible hands did 
  not dig these tunnels, which stretch for miles on. More 
  than once you and your companions have had to take a 
  breather, for though the ground is without gravel, its steep 
  descent is still harsh on your joints. 
  It takes 1d4+2 hours to trek from Level 13; once the adventurers 
  reach the Graveyard, they encounter a hobgoblin biker gang: 
  • Six hobgoblins ride deathcycles, two apiece. Drivers must use 
  their action to drive; they swerve towards the party in a way 
  that allows their passenger's attacks to benefit from the 
  Martial Advantage trait.  
  • Five hobgoblins are riding a death jeep. The driver must use 
  its action to drive. Two warriors cling on the left-hand side 
  of the jeep (making attacks that benefit from their Martial 
  Advantage trait) while the two on the roof hurl javelins or 
  pepper the party with arrows.  
   
  Scale. Every square in this area (which winds around the 
  map) is one mile in length, but not width. The trenches and 
  tunnels made by the bore worm are 40 feet in width and 20 feet 
  deep. Remember, the map is a reference at best on this level.  
  Witness Me! Once the first hobgoblin passenger, of either 
  vehicle, takes damage, they shout, “Witness me!” and leap from 
  the vehicle to drive their longsword into an adventurer, making 
  a longsword attack with advantage. His brethren shout back, 
  “Witnessed!” 
  There and Gone. The hobgoblins stick around for but one 
  round, licking their wounds on the road. They return 1d6+2 
  minutes later, having circled around farther up the trench. When 
  they return, it’s once again for but a single round of combat. 
  They leave behind any wounded. Interrogated individuals prove 
  to be irredeemably insane.  
  Salvaging Vehicles. If the adventurers manage to apprehend 
  a vehicle, they can travel quickly through the Graveyard. If a 
  vehicle crashes and wasn't outright destroyed, a DC 16 
  Intelligence check with tinkers' tools can fix most damage to a 
  vehicle. These tools are kept in a compartment under the seat of 
  any deathcycle or inside a death jeep's trunk.   
  On/Off-Ramps. The hobgoblins often construct ramps of 
  sheet metal to get in and out of the trench; the bore worm 
  destroys those ramps every day when it passes through the 
  trench. With tinker’s tools, the ramp can be reconstructed with 
  10 minutes of labor. Even at their best, the ramps are crude and 
  designed only to angle a fast-moving vehicle; parking on a ramp 
  causes it to collapse.   
   
  2. VAST CAVERN 
  From A1, it’s another six miles to the heart of the Graveyard. 
  The Simulacrux towers above the arid wastes, casting a much-
  needed shadow.  
  Scale. With exception to Area 2A, every square in this area 
  is one mile in length.  
   
  2A. SIMULACRUX 
  Under a swollen, vengeful sun stands a vast construct 
  whose shadow you welcome. Creatures made of steel 
  work to finish its archway. As you squint against the day-
  light, you make out steel scorpions that haul scrap metal. 
  With stingers arcing with lightning, they fuse such metal 
  to the machine, casting bright, blue sparks that hurt your 
  eyes even from here. In the skies above fly even more 
  steel creatures: massive, winged crossbows.  
  What, you must wonder, is the purpose of this machine? 
  Is it a portal to some lofty—or terrible—realm? The entire 
  scene is bizarre… but what else can you expect in the 
  dungeon of the Mad Mage?  
  As the adventurers near this place, the arbalests fire off warning 
  shots from afar.  
   
  2B. HOBGOBLIN VANGUARD 
  Three miles from A2A, this oasis has been fortified by the 
  Broken, who use it as a forward-operating-base with a full view 
  of the Simulacrux. Should its sentries spot strangers, it sends 
  out a posse of 1d4+2 hobgoblins (split between a death jeep 
  and deathcycle). The raiders seek to bring the party to the camp 
  for questioning. The party can evade detection with a collective 
  DC 22 Dexterity (Stealth) check and by moving slowly across 
  the scattered dunes; riding vehicles, however, betrays their 
  presence immediately. 
  When the party looks south from Area 2A, towards the camp, 
  read the following: 
  
   
  143 
  The heat broils. Mirages dance across the dunes and 
  hardpan, promising you paradise without measure. In the 
  distance, you spot another oasis, this one sporting 
  withered trees and black obelisks that seem to move on 
  their own accord.  
  The "black obelisks" are distant vehicles, tents, and scrap metal 
  barricades. The hobgoblins' numbers have increased from seven 
  to eighteen (subtract the 1d4+2 raiders that are sent from the 
  oasis). Additionally, three ogres serve Kurlog.  
  Roleplaying Kurlog. Unlike some of his peers, the hobgoblin 
  captain is not obsessed with proving himself in battle, for he 
  already has Yargoth's favor, whom he is in awe of. If the party 
  is brought here, Kurog expects them to be humble or be 
  humbled. His men are in sore need of entertainment, and he's 
  fond of forcing passerby to fight each other to the death while 
  the hobgoblins cheer, jeer, and bet on the outcome. Kurlog is an 
  especially chatty man and can't ever keep a secret. He lets it 
  spill that they're on the lookout for that "mad gnome," Zox 
  Clammersham.   
  A conflict is inevitable with Kurlog, for though he personally 
  has no desire to join honored Maglubiyet in Acheron, he and 
  his men are still sadists obsessed with violence. No matter the 
  smile he wears, he has no intention of letting the adventurers 
  leave the camp alive—except as battered trophies strapped to 
  the hood of his death jeeps.  
  Vehicles. Four death jeeps and three deathcycles are parked 
  in the camp; 1d3 hobgoblins tinker with the engines or sharpen 
  iron spikes that they intend to weld to the jeeps' sides.  
   
  3. JUNKYARD 
  This corner of the wasteland is pocked with piles of scrap 
  metal, arranged as an archipelago in a clay sea. You wipe 
  away the grime from your eyes and behold a veritable 
  mountain of scrap far in the distance. Steel wasps flutter 
  about as if they were tending to this iron garden. 
  When the adventurers near the center of this area, a sequence of 
  events lead to encountering Zox: as the metal giant wasps 
  accost the adventurers, one flutters too close to a pile of metal, 
  provoking a rust monster into leaping onto the wasp. The wasp 
  freaks out and collides with a cliff of scrap metal, revealing a 
  small lair dug out by Zox, the gnome archmage. Zox is 
  malnourished and dehydrated; he has two levels of exhaustion. 
  He has no spell slots left except for a 5th level slot and three 1st 
  level slots. He wields the dodecahedron of doom with a tangle 
  of worry and ill-founded confidence.  
  When Zox is revealed, read the following: 
  And as another of those steel wasps bears down on you in 
  its cruel crusade, a massive cockroach-like creature leaps 
  from the scrap pile and onto the wasp's back! A high-
  pitched droning rings throughout your head as it panics! 
  It spins in circles before crashing into a cliff of scrap metal 
  and down it all goes! 
  As the iron avalanche subsides and the thunderous din 
  leaves your ears, you see a malnourished gnome in soiled 
  robes. He winces at the very sunlight pouring into his 
  hidey hole—and in his hands is a twelve-sided die. 
  "Stay back!" the gnome croaks, "lest I loose upon you 
  the infamous dodecahedron of doom!" He shakes the 
  twelve-sided die in his hand menacingly.  
  Zox calms down once he's convinced the adventurers aren't here 
  to sell him out to the hobgoblins. He falteringly explains that he 
  fled from the "torching" of the myconid colony that sheltered 
  him—that was "too compassionate for their own good." He also 
  explains that "Yargoth's riders" have been hounding him for 
  three weeks. Once his yarn has been spun, he collapses from 
  heat exhaustion. If he isn't given a gallon of water by the end of 
  the day, he suffers another level of exhaustion.  
  Control Ring. In the chaos, Zox lost the ring that controls the 
  scaladar (in reality, Halaster plucked it and hid it in Area 4). 
  When Zox wakes up, he insists that they search for the ring; he 
  casts an advanced locate object spell and determines that the 
  ring is to the north, in Area 4.   
  Rex's Helm. Zox also has the head of his broken shield 
  guardian, Rex. He speaks to it as a confidant and combative 
  friend, as if he were a cast-away on a remote isle with only a 
  volleyball for a companion. It was beheaded by Yargoth the 
  Breaker when she and her men stormed Zox's palace. He hopes 
  to gather enough steel to craft Rex a new body by visiting "the 
  molten pools" (see Area 9). 
   
  HALASTER'S GAME 
  Now that Zox has been met, Halaster telepathically contacts the 
  party and issues them the quest to return Zox to his palace on 
  the other side of the Wastes, to protect him for three days and 
  three nights. Should they succeed, he promises to deliver them 
  from this harsh and desolate wasteland.  
  Getting Home. Zox's magic is failing him, though he does not 
  know why. He doesn't suspect the Mad Mage of foul play, but 
  that's precisely the cause. All divination spells not aimed at 
  finding his control ring (see above) fails. The only directions to 
  his palace he can offer is to follow the sun west. With a vehicle, 
  the journey to Clammersham Palace will take six days.  
  Read the following when Halaster offers the quest: 
  The all-too-familiar voice of the Mad Mage worms its 
  way into your brain: 
  "Ah, you found him. Poor little fool shielded himself 
  with a nondetection spell a few days back. Behold him, in 
  all his glory: Zox Clammersham, archmage and possible 
  successor to my own apprentice, Trobriand, whose 
  workshop you're tromping around in. The hobgoblins see 
  in my little Zox their own redemption, their own chance 
  to leave these wastes. Of course, they never can. No one 
  can. These wastes will be the grave of all those foolish 
  enough to find themselves in it. 
  "Alas, I am a forgiving landlord. Spirit this foolish 
  gnome back to his workshop on the other side of the 
  wastes; protect him for three days and three nights, and 
  salvation shall be yours. You alone may leave these 
  wastes behind.  
  "Ah, but beware, for the raiders are coming. Even now, 
  they're coming—for I have led them to you. Whispered in 
  the right ears, greased the right engines, given diesel 
  where it was lacking. Welcome to the newest chapter of 
  my game." 
  As the Mad Mage's voice fades away, the thunder of 
  distant engines ring out from the dust. Halaster's final 
  words are, "Better run." 
   
   
  
   
  144 
  After this conversation, 1d6+2 scaladar scramble out from the 
  eastern dust clouds (from the Expanded Dungeon tunnel on the 
  map). Without his control ring, Zox is powerless against these 
  machines. To make matters worse, 2d4+3 hobgoblins come 
  from the west, arriving in 1d4 rounds. They're mounted on two 
  deathcycles and a death jeep.  
   
  4. PRETTY BIG HATE MACHINE 
  This fire-scarred canyon is littered with steel oases of 
  charred wreckage.   
  The party is likely to be led here by Zox in Area 3, who uses 
  divination magic to determine that his control ring lies 
  somewhere in this area. From Area 3, this journey is either a 
  day-long hike or three-hour drive by vehicle. 
  Scale. This area is reshaped into a canyon, with a scale of 1 
  mile per square. Unlike in DotMM, Shockerstomper can leave 
  this area, but it doesn't. The pass is wide enough, but it's 
  programmed not to pursue characters unless a code is shouted 
  at it (which Halaster later gives Yargoth the Breaker for her to 
  lure the machine to Area 7). If Shockerstomper is not destroyed, 
  it comes in as the grand finale of this level; see A7 for details.  
  Per the Companion, Shockerstomper is not standing when the 
  adventurers arrive to this area. Its legs are instead retracted, and 
  it lies amongst the dust and dirt like a saucer. During the day, 
  sunlight bounces off the patches of metal surface not covered in 
  dirt; the glare is blinding. Once a creature enters within 60 ft., 
  Shockerstomper activates. Read the following:  
  Your only warning is a great steel groan as the sand riles 
  up. A massive steel disk rises from the ground, its seven 
  gangly legs veined by wires that pulse with electricity. 
  You watch with awe as it gets higher and higher, finally 
  reaching sixty feet in height! A voice thunders throughout 
  the canyon: "EXTERMINATE!"  
  Halaster hid Zox's control ring inside Shockerstomper's control 
  module. A creature that tries to pluck it out must make a DC 23 
  Dexterity (Sleight of Hand) check. On a failure, they're shocked 
  for 22 (4d10) lightning damage. This prompts a DC 15 
  Constitution saving throw; on a success, the creature still plucks 
  the ring. On a failure, they must try again. If Shockerstomper is 
  shut down, the electrical current dissipates after 1 minute, 
  making it safe to take the ring without the risk of electrocution.   
   
  5. SCRAP METAL WARREN 
  The warrens broil with heat. The sun bakes this steel 
  mountain from above, turning its tunnels into an oven. As 
  you round yet another bend, you find four corpses 
  smoldering in the heat: hobgoblins whose flesh has been 
  rent by claw and fang.  
  If Zox is still with the party, he might suggest going through the 
  warren, since the lava children consider him a trusted friend. 
  Their presence, however, is no less eerie—even he is creeped 
  out by these otherworldly kids.  
  Scale. This entire cavern retains its original scaling (10 feet 
  per square). It can be considered a valley sandwiched between 
  mountains. Passes lead to Areas 6 and 7, but stretch on for 
  2d12+4 miles each, snaking between forbidding cliffs.  
  Lava Children. When the lava children emerge to accost the 
  adventurers, read the following: 
  Through the steel warren you go, clambering over debris, 
  your steps echoing outward. You cringe and wince at 
  every scrape and scratch by metal you fail to avoid in 
  these tight, winding passageways. You can't help but 
  think— 
  A child giggles from nearby; the very sound sends a 
  chill up your spine. You twist about, looking left, then 
  right, even up and down but cannot find the source of the 
  laughter. This invites even further giggling; as the tension 
  grips your shoulders, you see it: the pale face of a ginger-
  headed child poking out from a wall of sheet metal as if 
  that surface was water. 
  The child steps out from the metal as if it were never 
  there. It looks more like a clown than a human, with its 
  bulbous eyes and hooked nose. You're sure it's a boy. The 
  little boy gives you a crooked smile and beckons you 
  forward. 
  That's when you see them: a legion of eyes, noses, faces 
  all poking out from the metal walls. A legion of wicked 
  children all watching, smiling—and giggling together like 
  a chorus.  
  Why on earth did you ever come to Undermountain? 
  Roleplaying Lava Children. These wretched little gremlins 
  are a strange breed. Roleplay them with selective mutism, 
  otherwise you might find yourself hard-pressed to know what 
  to say. They're always smiling—a kind, misleading smile that 
  warns of nefarious purposes. If Zox is with the party, they ask 
  him to stay with them—forever. Zox is… less than inclined to 
  take them up on this offer and suggests fleeing, rather than 
  fighting.  
  Scrapfall. If you want to divert the party to Area 6, then, as 
  they near the southern exit, a sudden avalanche of metal falls. 
  The ceiling rumbles ominously, provoking a high-speed dash 
  towards the northern exit.  
   
  6. BACK TUNNEL 
  The adventurers are only likely to wind up here if you contrive 
  an obstacle in A5 (see Scrapfall). This is the long way to A7, 
  taking three days by foot and a day and a half by vehicle. Whilst 
  camping here, the party is liable to attack by hobgoblin raiders.  
  Scale. This tunnel is instead painted as a forbidding mountain 
  pass, with every square being a mile.  
  Encounters. Along the way, three scaladar scramble down 
  the cliffs. They pose no threat if Zox has his control ring and is 
  with the party; he sends them eastward to stymie any hobgoblin 
  raiders that might be following them. Otherwise, they attack. 
  While passing through this area, the party is also attacked by 
  2d6+1 hobgoblins, an ogre and a hobgoblin captain. 
  Stranded, their chief concern is food, water, and vehicles. They 
  care little for Zox if they can't meet these needs first. They were 
  ambushed by scaladar and the Mad Mage himself. They either 
  attack while the adventurers are camping out at night or they 
  loose a rockfall whilst the party is traveling through the pass. 
  Creatures at the front of the column must make a DC 16 
  Dexterity saving check to avoid the rocks that are pushed over 
  by the hobgoblins. On a failure, a creature (or vehicle) takes 
  6d10 bludgeoning damage, or half as much on a success. Half 
  the hobgoblins remain on the cliffs, 40 feet up, hurling javelins 
  or loosing arrows.  
  
   
  145 
  These hobgoblins are even more insane than their kin, for 
  they've been tormented with ghastly mirages and picked off by 
  scaladar, all courtesy of Halaster.  
   
  7. CLAMMERSHAM PALACE 
  A mirage dances in the distance: a crude palace built with 
  sheets of scrap metal. It stands upon a steel plateau, 
  promising respite from this wretched heat. 
  As you cover the distance towards this refuge, the sun 
  itself seems to seethe with scorn, driving its red fangs 
  deep into your frail and mortal bodies, desperate to drive 
  you into the dust like the wretches you truly are.   
  Closer you come: the palace is scorched; iron doors 
  have been torn or blasted from their hinges. Corpses not 
  yet taken by hyenas bake in the heat: hobgoblins marred 
  by acid or charred from fire.   
  Coming to this location marks the climax of the quest to keep 
  Zox Clammersham safe.  
  Scale. The map retains its original scale of 10 feet per square; 
  however, the eastern, northern, and southern walls are 1d4 
  miles away from the palace, giving enough room for any large-
  scale battles. Use your best judgment or operate within the 
  theater of the mind when outside the palace.  
   
  PALACE OF THE LOST 
  Yargoth and her men, led telepathically by Halaster, are hot on 
  Zox's tail when the party brings him home. They arrive in 
  1d6+4 hours, possibly giving the party a chance to finish a long 
  rest. If the adventurers instead strike out for Areas 8 and 9 to 
  restore Zox's shield guardian, Yargoth's war convoy arrives 
  1d4+2 hours after they return to the palace for good.  
  Shockerstomper. If the machine was not destroyed before, it 
  is led here by Yargoth. Halaster has fed her the command words 
  necessary to override its basic programming, thus allowing it to 
  leave Area 4. It obeys her commands to the best of its ability. 
  Reinforcements. Yargoth comes with the same forces 
  described in the Historic on the Fury Road special event: death 
  dogs, hobgoblins, and ogre bolt launchers.  
  Aftermath. This explosive finale marks the end of the party's 
  time in the Graveyard. If they emerge victorious, the Mad Mage 
  makes good on his promise to teleport them to A1 of Level 14.  
   
  8. SMITHY 
  Between stolid cliffs sits a tangled pile of scrap metal—
  and carved into the cliffs' sides are massive forges spitting 
  out black smoke and heat. Figures with fiery beards and 
  manes stand proudly at each forge, working metal into 
  desired forms.  
  It's ironic that Zox has convinced the azers here that he's the 
  apprentice to Trobriand when Halaster is actually considering 
  him for that role.  
  Scale. This area is a crevasse sandwiched between two cliffs, 
  with a scale of 10 feet per square.  
  Roleplaying Azers. The azers are proud craftsmen frustrated 
  with Trobriand's "new" scatterbrained apprentice. They show 
  Zox little respect, sighing at the slightest request or comment. 
  Any guests of Zox are treated the same, as if they too are hare-
  brained fools. Any mention of Trobriand's name provokes 
  nostalgic, yearning sighs for better days. All the azers know 
  Common, having spent so long working with Trobriand. The 
  azers are led by their most talented blacksmith, Grendiziel, who 
  treats Zox as if he were a child and yearns for Trobriand's 
  return, when it expects that "real work" will resume.   
  Blacksmiths for Hire. If for some odd reason, your resident 
  paladin or fighter has yet to acquire plate armor, now's the time 
  to give it to them.  
  Rex Reborn. While here, Zox orders the azers to craft a new 
  body for his beheaded shield guardian. The azers shout, "We 
  have not enough steel, boy! Collect it yourself!" and gesture to 
  the south, to Area 9, which lies 2d12+4 miles away. Once Zox 
  returns with a cube of steel, they begin their work on Rex's body 
  (but not without a litany of complaints, like "More work?" or 
  "Focus for once, 'apprentice'"). It takes the azers four hours to 
  smelt, quench, and forge a new body and another three hours 
  for Zox to complete a ritual to enchant the body into a shield 
  guardian. 
   
  9. METAL POOLS 
  The mountains lie in a haze far in the distance, sketched 
  across the sky by a lazy angel's hand. In the wastes leading 
  up to those insurmountable hills lie three pools whose 
  surfaces are blinding in the sunlight. The eastern pool is 
  the color of steel, whereas the western pool is streaked 
  with crimson. The southern pool reeks of waste and its 
  surface bubbles in the heat.  
  Zox is likely to lead the party here to recover enough steel to 
  smelt a new body for his shattered shield guardian, Rex.  
  Scale. The pools retain their original size, as seen on the 
  DotMM map. The cavern, however, stretches on for miles 
  before meeting the "mountains."  
  Diesel Pool. A third pool contains diesel fuel. Characters that 
  start or end their turn within 20 feet of the pool must make a DC 
  12 Constitution saving throw or be poisoned for 1 minute. 
  Drinking a mouthful of diesel deals 1d6 poison damage; for 
  every liter drank, add 3d6 poison damage; creatures that ingest 
  any diesel must make a DC 16 Constitution saving throw or be 
  poisoned for 24 hours.  
  Like the other two pools, speaking the words in Terran 
  forms a 1-inch cube of diesel. Popping this cube into a vehicle’s 
  fuel tank gives it enough fuel for 50 miles. Crafting a cube is 
  magically tiring and imposes one level of exhaustion on its 
  creator. 
  Halaster's Game. Halaster left behind a steel hydra in the 
  eastern metal pool. It attacks the first creatures to approach the 
  pool's banks. This construct has the statistics of a hydra with 
  these changes: 
  • The hydra is a construct and does not need to eat, sleep, drink 
  or breathe. 
  • It has immunity to poison and psychic damage, as well as the 
  exhaustion, charmed, frightened, paralyzed and poisoned 
  conditions. 
  • It cannot grow back one of its five heads once one is destroyed.  
   
  
   
  146 
  10. RESTING CAVE 
  A natural spring runs through this cave, making it a popular 
  resting stop for the hobgoblins. If the party rests here, a posse 
  of 2d6+3 hobgoblins interrupt it, having arrived to shelter from 
  the heat and collect water from the spring. They too are insane 
  and treat this as a great trial from Maglubiyet. They come with 
  three death jeeps and one deathcycle and attack the party 
  without reservation.  
  The adventurers might also be driven here by the Death 
  Valley special event and will likely witness the passing of the 
  bore worm.  
   
  11. HOBGOBLIN BASE CAMP 
  The adventurers are quickly discovered if they pass through this 
  area, especially if they're on their way to Area 12 with Zox 
  Clammersham. Within minutes, Yargoth's men scramble onto 
  their vehicles to give chase. See the Historic on the Fury Road 
  special event for details; this is a prime opportunity to run it.  
  Scale. Every square in this area is 1 mile in length, including 
  Yargoth's camp (Area 11B).  
   
  11A. STALACTITES AND STALAGMITES 
  Crude huts smolder underneath the swollen sun. Little 
  green men meander about, tanning leather, hauling water, 
  or performing other mundane labors—goblins.  
  The Broken are served by eighty goblins who are too weak or 
  frail to ride on the Fury Road or even fight in combat. They are, 
  effectively, unarmed villagers carving out a meager life. Also 
  among them are 2d8 shunned, crippled hobgoblins that failed 
  to find a good death in battle. These villagers see Yargoth as 
  their redeemer and believe she will deliver them Acheron. 
   
  11B. FIRE AND RUST 
  A fortress forged from scrap metal stands against red 
  cliffs, separated from the wastes by that awesome trench. 
  A single stone bridge spans the gap, guarded by cannons.  
  When the Broken were exiled to the Graveyard, the fortress 
  they found here was already partially built. Like Area 8, it was 
  meant as a forge for the azers brought by Trobriand from the 
  Plane of Fire. Yargoth has since enslaved them, putting them to 
  work on building fortifications. The fortress can house up to 
  thirty hobgoblins comfortably.  
  Freshwater. Pipes within the fortress bring fresh, cold water 
  from the bowels of the earth. A command word fed to Yargoth 
  by Halaster ("Flentrish") pumps up water. She uses this source 
  of water to ensure her rule over the Broken and the goblin 
  populace. What Yargoth has neglected to tell even her most 
  trusted confidants is that there is a finite supply of this water, a 
  secret told to her by "the whispers" (Halaster).  
  Reinforcements. Twelve hobgoblins guard the fortress, up 
  from four. Likewise, the number of flame cannons is increased 
  from two to four.  
  The Redeemer Speaks. If she isn't out in the wastes, the party 
  might arrive to this area in time to hear Yargoth's latest speech 
  (in Goblin), given to her gathered followers, who crowd at the 
  edge of the trench. Read the following: 
   
   
   
  The masses gather at the edge of the trench, desperate to 
  hear the words of a solid hobgoblin flanked by guards 
  decorated with blood and black armor. Her voice is like 
  gravel but thunders like an avalanche: 
  "Believers! The time has come once again to quench our 
  great thirst—but beware! Water is addicting, and when it 
  leaves your sight, your body will ache for it once more! 
  In the heavens of Acheron, with honored Maglubiyet, 
  there is water for all, and it does not scorn those blessed 
  to drink it!" 
  The warlord puts her hand on a steel contraption and 
  shouts, "I am your redeemer! It is by my hand you will 
  rise from the ashes of this world!" Her lips move in a word 
  unheard so far away—and there comes a great rumbling 
  from beneath the earth. From holes in the cliffside comes 
  a flood of water that spills outward into the trenches 
  below. The goblins go wild. 
  This speech, of course, is straight from Mad Max: Fury Road.  
   
  GARDEN OF THE DAMNED 
  In a network of caverns behind 11B, the Broken keep surviving 
  3d4+8 myconid adults from Area 12 as sources of food. These 
  fanatics keep the fungi-folk alive just to carve off limbs as food. 
  They are cattle left alive in the abattoir—cattle that can regrow 
  entire limbs, given enough time.  
   
  12. PARADISE LOST 
  You escape from the scorching sun through a vast cavern 
  that once housed a vibrant forest now reduced to cinders. 
  The very air tastes of ash and the zurkhwood stalks that 
  once stood so proudly are now little more than charred 
  stubs. Corpses are everywhere: humanoid fungi lie 
  charred or butchered amidst the detritus.  
  The party is likely to be led here by Zox, who's consumed by 
  guilt. When he came here, desperate for shelter, the myconids 
  all too willingly welcomed him in, never knowing that this 
  generosity would be their doom. 
  Scale. This cavern retains its original dimensions from 
  DotMM. Unlike other areas of Level 13, this place is still a 
  subterranean forest in a vast cavern hidden from the scorching 
  sun. Every square is 10 feet in length.  
  The Sovereign. The last Zox saw of Chanterella, the myconid 
  sovereign, was at the feast thrown in his honor on the night of 
  the hobgoblin's attack. Now the mortally wounded creature can 
  flat-out tell Zox that admitting him here was a mistake he'd 
  never make again, if given the chance. Chanterella tells the 
  party that those that weren't butchered were dragged off to the 
  hobgoblins' camp to the west, presumably to be fed on as self-
  regenerating crops. Were Zox a braver man, this news would 
  kindle his guilt into fury… but he isn't, and he still seeks to hide 
  in his workshop, rather than secure justice for the butchered and 
  burned. See Garden of the Damned, Area 11, for details on 
  these myconid captives, for whom Chanterella yearns to be free.   
   
   
   
  
   
  147 
  SPECIAL EVENTS 
  You can run the following events for Level 13: 
   
  DEATH VALLEY 
  An arcane storm of fire, dust, and lightning sweeps across the 
  Graveyard—and the party is caught in it. The storm can be seen 
  on the horizon, getting closer by the minute. During a chase by 
  hobgoblin raiders, the party might decide to plunge into the 
  storm to try and lose their pursuers.  
  The storm spans 1d4+1 miles in length and dissipates after 
  1d4 hours. For every minute spent in the storm, one of these 
  effects occur: 
  • Green lightning strikes a point within the storm. All objects 
  and creatures within 10 ft. of the blast must make a DC 16 
  Dexterity saving throw or take 44 (8d10) lightning damage. 
  They take half as much damage on a success.   
  • Creatures and Large or smaller objects within 10 ft. of a point 
  within the storm are sucked up into a cyclone (a 10-foot-
  radius, 30-foot-high cylinder). A target must make a DC 16 
  Dexterity saving throw the first time on a turn that it enters 
  the cyclone or when the cyclone enters its space. A creature 
  takes 35 (10d6) bludgeoning damage on a failure, or half as 
  much on a success. In addition, on a failure, the target must 
  also make a DC 16 Strength saving throw or be restrained by 
  the cyclone for up to 1 minute. When a target starts its turn 
  restrained in the cyclone, the target is pulled 5 feet higher 
  inside it, unless it's at the top. A restrained creature moves 
  with the cyclone and falls after 1 minute. A restrained 
  creature can use an action to make a DC 16 Strength or 
  Dexterity check to end the restrained condition. If successful, 
  it is also hurled 3d6 x 10 feet away from the cyclone in a 
  random direction.  
  • The storm spits out a lash of fire that whips around in a line 
  up to 30 feet long, 10 feet tall, and 5 feet wide. Each target in 
  the area must make a DC 16 Dexterity saving throw or take 
  18 (4d8) fire damage. Any flammable objects, including 
  those being worn or carried, are ignited if they are struck. 
   
  HISTORIC ON THE FURY ROAD 
  While traveling through the wastes, the party runs afoul of 
  Yargoth's war convoy, which she launches from A11 (possibly 
  after the adventurers have passed through that area to Area 12).  
  You can run this event multiple times; each time, Yargoth is 
  guided to the party by "the whispers" (Halaster, from afar). 
  Exercise caution, however: if Yargoth dies in this encounter, 
  you're likely robbed of the finale, Palace of the Lost (see A7).  
  Yargoth's war convoy consists of five death jeeps and three 
  deathcycles. Each deathcycle comes with three hobgoblins 
  (one driver, one rider, and one in a sidecar). Two topless jeeps 
  are occupied with two hobgoblins and an ogre bolt launcher. 
  The other three death jeeps have five hobgoblins apiece. One 
  of these jeeps also contains Yargoth herself, a hob-goblin 
  warlord. With her are three death dogs that leap at the 
  adventurers from her jeep.  
  Maglubiyet's Blessing. The god of conquest surely smiles on 
  Yargoth, for she has been blessed with a great and semi-
  autonomous war machine: a hellfire engine. The Mad Mage 
  plucked this fiendish machine from the Nine Hells just for her. 
  The machine obeys her commands. A hobgoblin is tethered to 
  the machine, playing a strange steel lyre whose music thunders 
  out from speakers strapped to the machine (play the Mad Max 
  soundtrack, starting with the Blood Bag song).  
   
  OUT OF GAS 
  As the adventurers ride their shoddy vehicles across the wastes, 
  they suffer an aggregate 10% chance every ten miles to run out 
  of gas. Once they do, any of the following encounters can occur: 
  Another Man's Trash. The party finds a derelict vehicle in 
  the waste with enough diesel to get them another 3d12+10 
  miles. However, the fuel must be siphoned from the vehicle's 
  gas tank with a hose (which can be found in the vehicle). A 
  character that siphons the gas must make a DC 14 Constitution 
  saving throw. On a failure, they accidentally swallow diesel fuel 
  and are poisoned for one hour. Spells of shape water fail to 
  move the fuel, for it isn't water. 
  Raiders! The party is seen by hobgoblin raiders, totaling 
  2d4+8 in all, coming in just enough vehicles to carry them. 
  There's enough fuel to get the party going through the wastes, 
  starting this cycle anew. If the raiders are victorious, they 
  slaughter those that catch their eye and bring any survivors to 
  either Area 2D or 11, whichever is closer.  
  Winged Harridans. As the adventurers wander the wastes, a 
  trio of harpies happen across them. These shrews roost on 
  massive stalagmites, 60-120 ft. tall. The harpies hunger for 
  fresh flesh but are also drawn towards shiny objects, such as 
  gems or coins. The harpies line their nests with such treasure.   
  Halaster's Offer. If the party grows desperate, they might 
  appeal to Halaster, who is always watching. If you've long 
  sought to rid the party of a troublesome magic item or reveal a 
  a divisive secret, the Mad Mage might give them enough fuel 
  to get going. Though the Halaster that appears is a mirage, it is 
  no less capable of satisfying their wishes… for a cost.   
   
  TREMORS 
  While the party is traipsing through the Graveyard, they feel the 
  earth shiver—and out from below comes the bore worm, now 
  driven haywire by the Mad Mage. The tunnel it made to get here 
  leads back to Area 1, at a specific location of your choosing; 
  however, the pit it makes drops down 40 feet before becoming 
  horizontal. If they follow the tunnel (for a number of miles 
  equal to the number of squares on the map until they reach the 
  point of Area 1 of your choosing) they arrive in Area 1.   
   
   
   
  
   
  148 
  EPILOGUE 
  Rejoice, for with Level 13 done and gone, your campaign is 
  about to have a breath of fresh air. While the past few levels 
  have been lackluster, every single one going forward is bold and 
  exciting. This marks the half-way point of your campaign, it's 
  all uphill from here.  
  Choose one of the send-offs below, each written with the 
  assumption that the Graveyard has been reimagined as a desert. 
  They also assume that the adventurers protected Zox and took 
  Halaster's offer to teleport them from the Graveyard.  
   
  THE STANDARD SEND-OFF 
  A snap thunders out across the wastes—Halaster's frail 
  fingers. Your world becomes black, cold. At long last, that 
  swollen sun is long gone and you find yourselves in chilly 
  darkness. Never before did you think you could welcome 
  the dark. Never did you suspect that, even after so long in 
  Undermountain, that the Mad Mage could make you 
  resent the sun.  
  Greener pastures are yours for the taking. Enjoy.   
   
  THE HOST'S SEND-OFF 
  "Well," the Mad Mage telepathically remarks, "You held 
  up your end. Off you go to Arcturiadoom." 
  Arcturiadoom? As you gawk at your companions, that 
  suffix looms large in your mind: are "dooms" not the lairs 
  of liches? Before you can react, Halaster's invisible 
  fingers snap—and all the Graveyard quakes under that 
  thunder. 
  You come to in the darkened depths of Undermountain. 
  It's cold here, bitter. Water drips from the stalactites 
  above. A cavern; you're in a cavern. Stalagmites flank an 
  iron door whose lintel is carved to resemble a skeletal 
  hand. An arcane flame burns eternal in that hand, 
  welcoming you to this "Arcturiadoom." 
  Halaster's voice echoes, "And at last, we come to our 
  mid-season finale, folks. Our dear contestants are at long, 
  long last in the lair of my dear apprentice, Arcturia. May 
  they dig her digs and enjoy their time here—for however 
  long that may last.  
  "Guts, glory, gore, and more on Dungeon of the Mad 
  Mage! Those that fail to tune in next week will be brought 
  in for re-education. My eyes are watching. Halaster: out!"  
   
   
   
  
   
  149 
  LEVEL XIV: ARCTURIADOOM 
   
  "Weapon of Mass Disintegration: armed. Launching in T-Minus…" 
   
  QUICK NOTES 
  • 
  The Companion has Halaster activate the Weapon of Mass 
  Disintegration when the adventurers enter Arcturiadoom, 
  giving them 10 minutes to shut it off. No other 
  denizens are aware that it's ticking down.  
  • 
  The WMD can only be shut off by inserting 
  six mithral keys that are scattered across the 
  level: Areas 7, 10, 13B, 21 (previously Area 
  7) 29 (previously Area 27) and 39A.  
  • 
  The adventurers are very likely to split up to 
  cover as much ground as possible during the 
  WMD's countdown. Plan accordingly to 
  oversee simultaneous journeys. 
  • 
  Polymorph traps can be spotted with a DC 20 
  Wisdom (Perception) check and require a DC 20 
  Wisdom saving throw to resist the spell. 
  • 
  Major areas of intrigue are A15 (Mecha-
  Halaster) and A39 (Alussiarr, the 
  rakshasa). Everything else is stocked 
  with your run-of-the-mill hobgoblins 
  or giants.  
  • 
  If you're running Halaster as our archetypal 
  mad gameshow host, be aware that, in the Companion, the 
  Mad Mage will hurl the party into a demiplane as a 
  "reward" for shutting off the WMD on this level. They 
  languish there for three months while Dungeon of the Mad 
  Mage is on break; see this chapter's Epilogue for more 
  details.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following as you run this level: 
  • Doomcrown is the estranged son of Warlord Azrok, who the 
  party may have met on Level 3. 
  • Preeta Kreepa, a former apprentice of Arcturia, may have 
  tasked the adventurers with the Free Alussiarr quest. She 
  never learned his true identity but knows his magical blood 
  is used in Arcturia's twisted experimentations—like the one 
  Preeta suffers from.  
  • The Cheeky Pluckers, an adventuring party added by the 
  Companion in Halaster's Game, have been added to Area 4, 
  if they survived the Arcturia's Lecture event on Level 9.  
   
  ADDITIONAL LOOT 
  For the lair of a lich, there's a surprising absence of magic items 
  on this level. The only item to be found is a spell scroll of 
  polymorph. At your discretion, you can add the following loot 
  to Arcturiadoom: 
  • 2d4+3 +2 arrows, Area 9B, in Darkshine's sarcophagus 
  • Instrument of the Bards, Fochlucan Bandore, Area 39C, 
  zealously guarded by the blue dragons 
  • Quiver of Ehlonna, Area 15, in the pit 
  • Ring of Jumping, Area 30, in the guts of the carrion ogre 
  • Trident of Fish Command, Area 31, in the brine pool 
  • Wand of Web, Area 40B on a bookshelf  
  HALASTER'S GAME: 
  THE MID-SEASON FINALE 
  Arcturiadoom is the site of the mid-season finale for 
  Halaster's hit game show, Dungeon of the Mad Mage 
  —and it's live. The clock is ticking: upon entering 
  the lich's lair, Halaster activates the Weapon of 
  Mass Disintegration. With only ten minutes left, 
  and all exits magically sealed by Halaster, the 
  adventurers' only hope is to find its six hidden 
  mithral keys and shut it down.  
  You can continue with this variant even if you 
  don't utilize the Companion's game show element. 
  Adjust 
  narration 
  text 
  accordingly, 
  which 
  references the show.  
  Changes to DotMM. By default, the WMD (see 
  A37) is off-line when the party arrives to L14. Not 
  so in the Companion, in which it becomes the focal 
  point of the level. The locations of the keys 
  remain the same, with exception for the U and 
  V keys, which have been placed in Areas 21 and 
  29, respectively.  
  Ticking Timebomb. In Halaster's mind, this display of wrath 
  is far more important than finishing Mecha-Halaster. To hell 
  with the hobgoblins, the fire giants, and all their hard work, the 
  Mad Mage thinks. He can outsource the work to azers later. The 
  adventurers, for their part, cannot afford to fight every foe, rest, 
  or perform rituals. This is a race for their very lives.  
  Cheating the Blast. Halaster prevents the party from leaving 
  Arcturiadoom by sealing the exits with a wish spell. However, 
  the weapon cannot affect creatures in zones of antimagic (such 
  as Areas 4 and 32) or those that get to Area 37. If the party 
  chooses to follow through with this plan, let them. Halaster does 
  nothing to prevent this, but he does chew them out for "ruining 
  the live mid-season finale." 
  The Game Begins. It's once the adventurers enter Area 3 that 
  Halaster lays this challenge at the feet of the party. An alarm 
  blares throughout the level, but only the contestants can hear it; 
  all other creatures are completely unaware of their impending 
  doom. Every minute, Arcturia's recorded voice reminds them of 
  how much time they have left with a monotone, "Weapon of 
  Mass Disintegration: armed. Launching in T-Minus…" See 
  Area 3 under Areas of Note for the script.  
  No Escape. Once Halaster's game begins, all exits from 
  Arcturiadoom are sealed and all arcane gates are shut down. If 
  the adventurers somehow manage to escape the level, Halaster 
  pauses the countdown until they return. He will not be deprived 
  his mid-season finale.  
   
  
   
  150 
  TRACKING TIME 
  For once, time is of the essence and the adventurers might find 
  themselves dusted if they take too long searching for keys or 
  fighting foes. Without making it a chore, track time with these 
  principles:  
  • Timekeeping must be as straight forward and transparent as 
  possible. Use ten tokens, notes, or some other visual aid such 
  as a clock to show your players approximately how much 
  time has passed since the WMD was armed.  
  • Approximate the length of any conversations the party has 
  with NPCs; there's little time for full negotiations. 
  • Position and movement are crucial in the last minute of the 
  countdown. Don't pull your punches; if anyone isn't in a safe 
  zone when the WMD goes off, that's it—that's all she wrote.  
   
  Additionally, choose one of these methods to track time, if 
  you haven't already devised one of your own: 
  Real-Time Approximation. You can approximate ten 
  minutes of game time for one minute spent in-game. This gives 
  the players one hour and forty minutes to find all the keys. If 
  you're lenient, or your players are notorious dawdlers, extend it 
  to three hours; you know your players best.  
  The disadvantage to this method is that you need to adjust 
  real-world time for instantaneous events in-game. For example, 
  if the adventurers were to spend thirty precious seconds picking 
  a lock or searching a room, that can be resolved instantly at the 
  table; they wouldn't lose any time unless you subtract that from 
  the hour-forty or three hours (real-time) they have to shut off 
  the WMD. Thus, consider these: 
  • Under the hour-forty model, subtract five minutes from their 
  time for every thirty seconds in-game.  
  • Under the three-hour model, subtract nine minutes from their 
  time for every thirty seconds in-game.  
  • Attempting to break down a door, pick a lock, search a room 
  or the like on this level takes 30 seconds, without regard to 
  how well or how poorly they rolled. The time it takes for 
  these tasks is often handwaved, but on this level it must be 
  accounted for.  
   
  Map-Based Tracking. It is highly recommended that you 
  don't track time by movement and initiative. It will grind your 
  game down to a halt. If you do go this way, you masochist, then 
  assume the adventurers are always sprinting—and only use one 
  token to represent the party (or subgroups, if they split up). The 
  irritation of this method is lessened on a virtual tabletop, since 
  distance can be measured quickly. Don't bother asking each 
  player for their turn; they move as a group until presented with 
  anything that would provoke a change, such as investigating a 
  statue or searching a room. Again, this method will be painful—
  but precise.  
  Round Approximation. Under this method, you're just 
  counting down from 100 and measuring by the number of areas 
  they travel to. When the party moves to an adjacent, nearby 
  area, subtract 1. When moving to a distant area, such as from 
  Area 3 to Area 15, roll a d4 and subtract the result. For the 
  particularly long areas, like A6, or the long route through Area 
  14, this die increases to d6 with a minimum roll of 3.  
   
  FINDING THE MITHRAL KEYS 
  After Halaster's spiel is over in Area 3, where he lays down the 
  challenge and activates Arcturia's WMD, he leaves a handful of 
  notes with an adventurer that describes how to find the mithral 
  keys. They're all written in a lunatic's script.  
  • The F key is hidden in Area 7; Halaster's notes for this key 
  read: "Find me and you find the key! Look longingly into my 
  eyes, as a lover would—then squish 'em. Really poke 'em out 
  like I owe you money. Ah, but beware, for my eyes have seen 
  much, too much, and you too shall see what I have seen—and 
  it ain't pretty, what I've seen. It ain't pretty at all. The sight 
  might just drive you completely mad!" 
  • The H key is hidden in Area 10; Halaster's notes for this key 
  read: "It is in the dwarf maiden that you will find redemption! 
  Her smile promises salvation, her gift guarantees it! To find 
  her, you must follow the chanting! Follow the liturgy! Listen 
  well to that sermon—praise the dread god, Maglubiyet, 
  mighty o' is he—and turn left. It's the door on your left." 
  • The J key is hidden in Area 13; Halaster's notes for this key 
  read: "Sandwiched between the maiden and the Timekeeper, 
  between forges and chalkboards, between work and study. 
  Look not at the eyed tapestry, but to the crystal door!" 
  • The U key was originally hidden in Area 27 but was found by 
  Vanar Freth and is with him in Area 29; Halaster's notes for 
  this key read: "A drow has infiltrated Arcturia and has found 
  a key—wouldn't Erelal Freth be proud. He'll be mucking 
  around in the laboratory in about… two minutes. Better 
  hurry, for he's hard to see and harder to find. It's by your right 
  hand you'll find the laboratory."  
  • The V key was hidden in Area 7 with the H key, but it's since 
  been moved to Area 21; Halaster's notes for this key read: 
  "So far below the earth, we wonder of the world above. Is it 
  day? Is it night? Does the sun's warmth fall upon the plains, 
  or does night reign instead? Time waits for no man—well, 
  except for me—but it can be defied. Defy the Timekeepers to 
  claim your precious key. Defy the day and let night rule 
  supreme." 
  • The Y key is possessed by Alussiarr in Area 39A; Halaster's 
  notes for this key read: "Look right from the start for the Seal 
  of the Skeletal Hand, beyond which slumbers a bachelor in 
  his boudoir. But beware, beware for whilst man is like to 
  wear the tiger's hide, this tiger hides in a man's flesh. Unleash 
  that beast and you will have the key—and the scorn of 
  Arcturia herself."  
   
   
   
  
   
  151 
  OCCUPANTS OF ARCTURIADOOM 
  While there's a story to be told with Emberosa's fire giants and 
  Doomcrown's hobgoblin legion, forget all that—your players 
  won't care. Maybe they'll awe or sigh at the sight of Mecha-
  Halaster, but with the WMD armed, none of that matters. The 
  occupants are just obstacles that will detract precious time to 
  disarm the weapon—and there's irony in this as well. These 
  pawns work towards appeasing Halaster just for him to so 
  casually condemn them to death.  
  Giants. With 162 hit points apiece, Emberosa's ilk will 
  (barely) survive the WMD, though being nearly disintegrated 
  will surely have lasting psychological damage. After the blast, 
  any unwounded fire giants are reduced to 12 hit points and 
  shelter in A15 where they petition Emberosa for guidance that 
  she cannot provide.  
  Hobgoblins. The Death's Head Phalanx will be wiped out—
  with exception to the thirty sleeping in Area 32—and every 
  clash with them drips with irony: by opposing the adventurers, 
  they're only expediting their own destruction. The legion 
  likewise refuses to believe whatever the adventurers tell them, 
  for why would Halaster write them off when they're so 
  necessary for the construction of Mecha-Halaster? 
  Guests. Alussiarr, the rakshasa, and the two young blue 
  dragons in Area 39 will weather the blast (although barely). 
  For the fiend, we can posit that the WMD is a 6th-level spell 
  (per the actual disintegrate spell), and Alussiarr will thereby be 
  unharmed, due to its Limited Spell Immunity trait.  
   
  AREAS OF NOTE 
  The following areas are of note: 
   
  AREAS IN SUMMARY 
  This nonlinear level can be a nightmare to keep track of, 
  especially if your party splinters to search for the mithral keys. 
  Refer to the table below. Unlisted areas are unnoteworthy, or 
  do not beg your attention until visited. 
   
  1. ENTRANCE TO ARCTURIADOOM 
  It's bitter cold in these damp caves. Water drips from 
  above. Stalagmites rise like fangs from the floor, flanking 
  an iron door whose lintel is carved to resemble a skeletal 
  hand. An arcane flame burns eternal in that hand, and it 
  welcomes you to this place—a place named on the lintel 
  as "Arcturiadoom."  
  Characters that succeed on a DC 14 Intelligence (Arcana) check 
  can recall that the suffix -doom was often used to denote a lich's 
  lair in days of old.  
  The Drow. Halaster seals the doors once he arms the WMD. 
  At your discretion, the drow magi here slip inside just in time. 
  Otherwise, they might as well not even exist for this level.   
   
  2. NATURAL CAVES 
  This area's purpose is to foreshadow the disgusting experiments 
  Arcturia performs on her subjects. The duergar here shouts 
  Arcturia's name—that's all it can say now, so deep in its 
  insanity. It howls her name, curses her name, hallows her as a 
  merciful goddess that might reverse its disfigurement, whispers 
  her name in despair—and so on.   
   
   
  AREAS IN SUMMARY 
  Area Contents 
  Area Contents 
  1 Entrance to L14 
  20 Hobgoblins 
  3 Giants, Hobs, Halaster 
  21 Mithral Key 
  4 Prison (see A4) 
  22 Polymorph Trap 
  5 Polymorph Trap 
  23 Various 
  6 Polymorph Trap 
  25 Hobgoblins, Gate to L9 
  7 Mithral key 
  28 Hook horror 
  8 Polymorph Trap 
  29 Drow mage, mithral key 
  9 Hobgoblins 
  32 Hobgoblins (30+) 
  10 Mithral key 
  33 Warlord Doomcrown 
  11 Fire giant 
  34 Gas spore 
  12 Giants, hell hounds 
  36 Hobgoblins 
  13 Mithral key 
  37 WMD 
  15 Mecha-Halaster 
  38 Trap 
  16 Hobgoblins 
  39 Rakshasa, mithral key 
  18 Hobgoblins 
  40 Phylactery 
  19 Material components  
  41 Exit to L15 
   
  3. FOYER 
  Just as the adventurers enter Arcturiadoom, alerting the giants 
  and hobgoblins, Halaster freezes time. The adventurers are 
  conscious but otherwise paralyzed while he gives his spiel.  
  As you enter Arcturiadoom, time itself halts. Giants and 
  hobgoblins stand bewildered and frozen, leaning over the 
  piles of scrap metal they were sorting through. You can 
  hardly move; you feel numb... except for an ill-wind that 
  blows up and down your spine. 
  You hear the Mad Mage before you see him, before he 
  teleports into this chamber. He brandishes a scepter, 
  speaking into it: "This is Halaster Blackcloak comin' at 
  you live on the multiverse's premiere gameshow, 
  Dungeon of the Mad Mage! Tonight is a special night, 
  folks, for we're airing this episode live! Live, I tell you, 
  Live! Our contestants have made it to Arcturiadoom—the 
  site of our mid-season finale. Let's see how our 
  contestants are doing tonight." Halaster then reappears 
  near you, brandishing that scepter. 
  Let the players respond; they're on live TV. They are, however, 
  powerless to do anything to Halaster. After he's had his fun, 
  read the following: 
  Halaster stares beyond you, as if there was an audience 
  watching from afar. "Now folks, the ground rules for 
  tonight's challenge: my dear apprentice, Arcturia, has 
  crafted a weapon of mass disintegration! That's right! A 
  WMD! I've never been prouder! It's due to go off in 
  about... ten minutes after I shut up, and when it does, all 
  living creatures in this lair will get their asses dusted, 
  unless the contestants here can find its six mithral keys 
  and shut the weapon off before it's too late!" 
  Halaster turns his attention to you: "The keys! The keys, 
  my contestants, the keys! Six of 'em, all scattered across 
  Arcturiadoom! Behold! Clues!" 
   
   
  
   
  152 
  Within your hands appears a collection of notes written 
  in a janky script. Riddles, directions. Halaster looks 
  beyond you once again: "The challenge has been laid, the 
  stakes raised! Can our dear contestants shut down the 
  WMD or shall they be dusted? Can we get some love and 
  support?" 
  The cheers, jeers, and roars of an audience thunder in 
  your ears. Countless languages, thousands of words, some 
  dripping with contempt, some with adoration, but all thick 
  with sadistic amusement. "Dust! Dust! Dust!" they cry. 
  The Mad Mage flashes you a smile and says, "Ya got 
  ten minutes! Go!" 
  Time unfreezes. A siren blares in your ears: a woman's 
  reedy voice that says, "WMD Activated. Launching in T-
  Minus ten minutes."  
  The giants are undisturbed; they shout, "Arcturiadoom 
  is ours!" while their hobgoblin pawns barrel towards you, 
  weapons drawn and clearly deaf to the alarm ringing in 
  your ears.  
  Great. Just great.   
  The doors of Arcturiadoom are now sealed by a wish spell. No 
  other characters can hear the alarm but the adventurers, and 
  convincing others of it is a Herculean task. 
  Halaster's notes describe how to find the keys. Also, each 
  adventurer becomes magically aware of Area 37, courtesy of 
  Halaster. They don't know the precise distance to it, but are 
  always aware of the direction it lies in. This sense doesn't, 
  however, account for walls or hallways.  
   
  4. PRISON 
  You can recognize a prison when you smell one. Corpses 
  have been left to rot and waste to ferment in buckets. The 
  rusty cells are streaked with bile and grease. It's a lever 
  bolted to the floor that promises freedom to those trapped 
  here. Within two cells are crammed a handful of 
  abominations: men and women with the heads of 
  animals—and one whose hands protrude from his 
  temples.  
  "How do you do?" asks the head-hand creature. "I'm 
  Danny Elfman. Think you can crank that lever?" 
  Here languish the surviving Cheeky Pluckers, an adventuring 
  party added by the Companion and detailed in Halaster's Game. 
  They may have been met previously by the party, whether it be 
  in Undermountain or Waterdeep, perhaps even on L9 during the 
  Arcturia's Lecture special event (added in the Companion).  
  The Pluckers were, ironically, plucked by Arcturia during a 
  visit to the upper reaches of Undermountain. She's transformed 
  them into abominations. No matter their previous statistics, they 
  now have the statistics of commoners. Their disfigurements 
  cannot be undone except by a wish spell. Assuming none have 
  died previously in your campaign, the following members are 
  present:  
   
  • Fiona dé Vaun, a LG human, once the boisterous leader of the 
  Pluckers now with the head of a moth. 
  • Four-Fingers, a N gnome, with the head of a shrew.  
  • Halberd, a LG dwarf, with the head of an aardvark.  
  • Sariel, a NE drow, with the head of a rabbit's. Her eyes are 
  alight with fear.  
  • Danny Elfman, a NG half-elf bard, is now armless. Hands 
  protrude from his temples. He plays a lyre in a macabre 
  manner that isn't half-bad.   
   
  The Pluckers know little of Arcturiadoom. They live in 
  everlasting fear that Arcturia will return to inflict worse 
  experiments on them. Most, except for Elfman, yearn for a 
  merciful death. They can guide the adventurers through much 
  of the level's eastern wing; they're familiar with Areas 13 and 
  28-31. They've never visited any other chambers.  
  Antimagic Zone. When spellcasters enter the area, they feel 
  their connection to the Weave severed. Do not, however, just 
  flat-out tell them it's anti-magic. Describe it as if they were out 
  in the cold and suddenly their shawl was ripped away. They 
  feel… naked, exposed, defenseless. In this manner, they can 
  still guess the nature of the antimagic zone and posit that they 
  might be able to weather the WMD here.  
   
  6. STATUE OF ARCTURIA 
  What could this abstract abomination be? A statue of a 
  woman, skeletally thin, with butterfly wings and bone 
  spurs jutting from her forearms. Its plague reads: LONG 
  MAY SHE REIGN. Could this be your host, the dread-lich 
  Arcturia, Halaster's apprentice?  
  The statue points a stone wand to the opposite alcove of 
  the hall—a clue perhaps? 
   
  7. STATUE OF HALASTER 
  Look and behold, for it is Halaster Blackcloak, not in the 
  flesh, but carved from stone. His face features a look of 
  wild abandon and he brandishes his staff menacingly. 
  Crazed, lidless eyes are engraved all along his robes. 
  Mithral Key (F). Halaster has left an insidious trap to protect 
  this key; when scrutinized under a spell of detect magic, the 
  statue radiates enchantment magic. When a creature within 5 
  feet looks at the statue, it must make a DC 15 Intelligence 
  saving throw as all eyes animate and gaze at that creature. On a 
  failure, they succumb to a form of short-term madness (see App 
  C) for a duration of 1d10 minutes. A calm emotions spell can 
  suppress the effects of madness, while a lesser restoration spell 
  can rid a character of their short-term madness. 
  If multiple creatures are within 5 feet and looking at the 
  statue, the eyes target only one creature, chosen randomly. 
  Once the eyes impose this saving throw, they cannot again for 
  another 24 hours.   
  To find the key, a creature must still succeed on the DC 15 
  Wisdom (Perception) check to find the button that releases the 
  key. The V key has been removed to Area 21. 
   
   
   
  
   
  153 
  9. DEATH'S HEAD WATCH POST 
  As the adventurers approach this area, they overhear a 
  resounding sermon in Goblin. Assuming they can understand 
  that language, read the following: 
  A sermon sung in a guttural tongue: Goblin. You bend 
  your ear to translate: 
  "—and we must be ever ready," shouts a woman, "to 
  march into the fire, the flames, spears forward, eyes 
  forward, hearts—forward! It is towards Acheron we 
  march, to Maglubiyet himself, might the dread god 
  welcome us in his holy legion! It is to him we swear, and 
  it is for him we fight—is that not right, my brothers and 
  sisters?" 
  A dozen voices shout out their agreement, clanging 
  what sounds like spears into a stone floor or banging their 
  fists onto their breastplates. 
  Per the clue given by Halaster, the party should know to follow 
  the chanting and take the door on the left. There is no slipping 
  by the hobgoblins without the aid of a pass without trace spell 
  or the like; expect a bloody, drawn-out fight as the hobgoblins 
  prove themselves to Maglubiyet.  
   
  10. DWARVES' DEN 
  What was once a den of revelry has fallen into disrepair. 
  An iron tankard—massive enough to fit four dwarves 
  inside—has crashed from its moorings in the ceiling. It's 
  cracked in two, lying amidst other debris and watched 
  over by two statues: one decapitated, the other a dwarf 
  maiden with a flagon held high.   
  Mithral Key (H). Reaching into the maiden's mug unleashes a 
  trap left by Halaster. The room begins to flood—with ale! Two 
  doors appear at the north and south exits, trapping the party. 
  The locks can be picked, or doors broken over 30 seconds with 
  a DC 16 Dexterity check with thieves' tools and DC 24 Strength 
  (Athletics) check, respectively. The north door is positioned 
  just north of the polymorph trap, making it likely that an 
  adventurer falls prey to it.  
  The room floods rapidly, with three feet of ale per each round 
  of combat. After ten rounds, the chamber is completely filled. 
  Creatures that swallow the sour ale must make a DC 14 
  Constitution saving throw or be poisoned for one minute. 
  Dwarves succeed on this saving throw automatically.  
   
  11. SMITHY 
  It's the music of a hammer and anvil that you hear as you 
  ease open the iron doors. The room is dimly lit by massive 
  beetles shedding scarlet light. It's by this beetle-light that 
  a fire giant works to reshape malleable metals into worthy 
  pieces. In the corner are pieces of sculpted iron: cogs, 
  sheets, hinges and the like, all sized for a massive machine 
  bigger than the giant itself. All the while, you hear this 
  blacksmith grumble.  
  In Giant, Hrossk complains to himself about "unpaid overtime" 
  and a lack of "representation" in "company dialogue." If the 
  adventurers listen long enough, he grumbles, "Mecha-Mage 
  ain't gonna conquer a thing without you. You're the real engine. 
  You're the cog at the center of it all, Hrossk—and you deserve 
  to be recognized. A place at the table." 
  Despite this dialogue that sheds light on how disgruntled 
  Hrossk is, he's still hostile to the party and attacks. He wastes 
  no time on words with smallfolk. 
   
  13. TRANSMUTORIUM 
   
  13A. WOVEN EYES 
  This area description assumes the party enters from the eastern 
  entrance. Adjust accordingly.  
  As you enter the chamber, your mind squirms away from 
  your eyes, instinctively looking away from something that 
  should not be—and so you first focus on the other aspects 
  of this chamber. There's a crystal door to your left. It's 
  blue, transparent. Three pillars of black stone—basalt you 
  notice, very nice, very nice indeed—sport a silver 
  doorknob each. What could that be for, you must 
  wonder—for to wonder about that tapestry of eyes, the 
  one stretched across the wall, the one that gazes at you 
  with burning jealousy, the one that menacingly flaps its 
  living flesh, might just rend your sanity.  
  Touching any knobs on the pillars represents a huge setback for 
  the adventurers, unless they needed to teleport back to the lair's 
  entrance. Even still, they're liable to the polymorph trap in A5. 
  Brass Panels. It makes no sense that the panels are inside the 
  Alteration Chamber, so they're placed here in Area 13A instead.   
  Roleplaying Xebekal. The ruined beholder is just bored. It's 
  mad with boredom and will give anything for entertainment—
  alas, it has nothing to give but its own company, and who would 
  want that? Xebekal doesn't want to die, but instead be restored 
  to its "glorious" form. During a telepathic conversation, it 
  "gifts" participants with visions of its old self disintegrating 
  drow and goblins, carving great chasms with its eye rays, and 
  generally lording over "lesser" creatures.  
   
  13B. ALTERATION CHAMBER 
  Like any sane delver, you look through the glass before 
  entering this strange chamber. The ceiling sports a crystal 
  lamp that sheds a pale light—and at the chamber's heart, 
  you spot a key.   
  As described above, the brass panels are in Area 13A and not 
  13B. However, there are buttons inside the chamber that can 
  open or close the crystal door.  
  Mithral Key (J). The mithral key is unprotected—although 
  Xebekal, who sorely needs entertainment, can make mischief. 
  It can occasionally summon enough willpower to press the 
  buttons in 13B telekinetically. It does so now, when adventurers 
  are in the chamber. Roll initiative; Xebekal has a +2 bonus to 
  its roll. On its first turn, it closes the door; on the next, it presses 
  the left button, shrinking characters inside. It's then satisfied and 
  ceases its tomfoolery, unless the characters reverse the 
  shrinking. Cue a tug-of-war between Xebekal and the 
  adventurers, as it repeatedly shrinks them or shuts the door. As 
  written in DotMM, every time the left or right buttons are 
  pressed, roll a d6 to see if the chamber malfunctions, damaging 
  all creatures in the chamber. Throughout all this, the tapestry of 
  eyes' eyes blink rapidly and it grunts with exertion.  
   
   
   
  
   
  154 
  15. MECHA-HALASTER 
  The doors open upon a massive hall, at least a hundred 
  fifty feet in height, supported by towering stone pillars. A 
  fire giantess paces the hall, grumbling to herself.  
  Smack-dab in the middle of the chamber is a giant 
  construct of finely-forged steel, humanoid in shape, a 
  hundred feet tall—and it's still missing a head. Its body is 
  engraved with lid-less eyes and its fists are decorated in 
  unpowered runes. Its open neck bulges with fitted cogs 
  and gears. 
  Even without the head, you know what this is: an iron 
  giant crafted in Halaster's image. A Mecha-Halaster. Are 
  you even surprised? Is this the most absurd thing you've 
  seen in Undermountain? Or is this just a normal day for 
  you? 
  When Emberosa hears the doors open, she shouts in Giant, "I 
  told you the inspection was not to be disturbed!" Roll initiative; 
  the party has a chance to hide before she turns around. If 
  discovered, she attacks them on sight, shouting "Halaster 
  warned us that you might swing by!" 
   
  21. NIGHT AND DAY 
  This chamber is one massive timekeeper: wizard statues 
  point towards an iron disk suspended above the chamber. 
  A symbol of the sun decorates its underside, and by its 
  hinges you can tell that it is meant to spin in its place.   
  By when the adventurers reach this place, it is daytime on the 
  surface. The Timekeeper reflects this; the symbol of the sun 
  hangs above the chamber.  
  Mithral Key (V). The key found here was moved from A7, 
  its original placement. When the chamber is scrutinized under 
  a spell of detect magic, conjuration magic can be sensed here, 
  as well as the evocation and transmutation already described in 
  DotMM. Halaster has squirreled away the key so as to force 
  characters into defying the Timekeeper, triggering its lightning 
  when a character manually flips the disc to show the moon 
  (representing night). Afterwards, the mithral key is conjured 
  from a pocket dimension and clatters at the center of the 
  chamber. Halaster is quite the sadist indeed.  
   
  29. LABORATORY 
  Mithral Key (U). This key was originally found in Area 27, but 
  Vanar Freth has since taken it. He's unaware of its purpose but 
  knows it's mithral—and that alone makes it valuable. He's been 
  trying the key on every lock he's since come across, but to no 
  avail. Vanar will only part with the key to save his life, or if 
  convinced of the WMD's countdown (which, given that the 
  alarm is only heard by the adventurers, requires a successful DC 
  22 Charisma (Persuasion) check).  
  Vanar's first instinct upon encountering the party is to flee 
  this room under a spell of invisibility. He takes the door to A30 
  (leaping over the polymorph trap, which he's already spotted) 
  and unlocks the carrion ogre in that chamber using the mage 
  hand cantrip and his own deft fingers. Afterwards, he makes for 
  A31—and loops back to A29.  
  This rigamarole continues until he's cornered. He isn't above 
  shouting for the hobgoblins in A32, if he can make it that far. 
  Otherwise, he tries to escape via A14, taking the junction south 
  to A3—only to find that, like the party, he too is sealed in 
  Arcturiadoom. Throughout this entire Benny Hill-esque chase, 
  his shadow demon accosts the party. 
  Other tricks at his disposal are spells of misty step, web and 
  Evard's black tentacles, which he uses to tie up the party while 
  he makes a coward's run.  
  Roleplaying Vanar. Vanar is a trickster by heart, an absolute 
  squirrel of an elf. He's clever and prone to half-baked plans that 
  somehow work out in the end. When cornered, he runs his 
  mouth until he spots another opportunity to escape.  
  Vanar is aware of the legends concerning Arcturia and has 
  since discovered the fire giants' project, which he has correctly 
  guessed will be used in some zany plot to conquer the surface 
  just for the sake of it. Additionally, Vanar speaks Giant—and 
  has listened to Emberosa's grumbling; he knows that Halaster 
  promised them an ancient rune vital to upending the Ordning 
  and the world. He's unconcerned.  
   
  30. HIDEOUS TRANSMUTATION 
  It's hideous, this thing—a creature chained to the floor, 
  with the body of an ogre and the head of a carrion crawler. 
  Mucus and spittle fly as it snarls and struggles in its 
  chains, desperate to have at you. In the corners of this 
  better-left-alone chamber are two corpses: an ogre's head 
  and a carrion crawler's body.   
  When chased by the party from Area 29, Vanar Freth flees here 
  and looses the ogre from its chains using his own deft fingers 
  and a mage hand cantrip.  
   
  31. ILLITHID'S ASSISTANT 
  You can weather a guess at what sort of creature made 
  this place into a home. The walls are decorated with 
  sculpted tentacles capped with skulls. At the foot of a 
  slime pool cloaked in reeking miasma sits a simpleton in 
  a loincloth too busy sucking his thumb to notice you. 
  If the feeblemind spell is reversed, Ellix can inform the party of 
  the whereabouts of three mithral keys. Only a spell of greater 
  restoration, heal or wish can end the spell  
  If chased by the adventurers, Vanar Freth loops back to Area 
  29 by way of this area.  
   
  33. DOOMCROWN'S QUARTERS 
  With the WMD armed, Doomcrown is nothing more than a 
  distraction and red herring. If the adventurers happen across this 
  area, they overhear Doomcrown complain to Ernie, the flumph, 
  "I'm not giving up the bloody key" in Common (or Goblin, if 
  the party is versed in it; the point is to get them to chase after 
  this red herring). Expect them to bust in, demanding the key and 
  wasting precious time. The "key" he refers to is the one to the 
  storeroom, Area 20, where there's apparently wine and ale 
  galore. His captains have been hounding Doomcrown to expand 
  the "booze ration" for the sake of morale.  
   
   
  
   
  155 
  Once the party enter the chamber, read: 
  It's like a kid with building blocks has been on a caverns 
  kick. Seven-foot-tall stalagmite-shaped spires of blocks 
  decorate this chamber. You've caught a hobgoblin in the 
  act: he's busy on the seventh spire when you bust in; he's 
  decorated with stained medals and wears his armor as if it 
  were a second skin. Beside him floats a strange jellyfish-
  like creature whose flesh shifts from blue to bloody 
  orange at your presence. All of you freeze, as if this was 
  an intimate moment better left alone.  
  The hell's going on here?   
  No friendship is more precious than a boy and his flumph's.  
  Roleplaying Doomcrown. The warlord is a brute at heart with 
  a gentleman's flair for the dramatic and the tactical wit of a 
  military genius. He has no idea what the mithral keys are but 
  has happened across the WMD's chamber before—although he 
  has no idea what its purpose is. "Magic," Doomcrown's fond of 
  saying, "is better left to greybeards and shamans." 
  Doomcrown is hopelessly evil, despite Ernie's best efforts to 
  convert him. He'd rather fight the party and die in glorious 
  combat than risk dying as a mewling cur kept in chains. If he 
  shouts loud enough, he can alert the hobgoblin captains in 
  Area 32C, who rush to investigate the disturbance.  
  Roleplaying the Flumph. The flumph has no name except 
  the one given to it by Doomcrown: Ernie, after his cousin who 
  died from drinking still water, a story Doomcrown has shared 
  and that Ernie now shares with others. As a flumph, its mood is 
  reflected in the color of its membranes. Ernie is particularly 
  sensitive to the moods of nearby creatures; thus, when it sees 
  the party, it turns dark orange to reflect their immense stress.   
  Ernie is also hopelessly nihilistic, despite yearning to return 
  home. If informed of the WMD, Ernie does not despair, but 
  instead revels in its impending death. Ernie does not, however, 
  oppose the party in their goal to shut off the WMD. It knows 
  not where any of the mithral keys lie. It can be coaxed to join 
  the party if they promise it safety—"Why not?" says Ernie, 
  telepathically, "We are all doomed to dust one day." 
   
  37. WEAPON OF MASS DISINTEGRATION 
  Plates line the walls of this domed chamber—shining with 
  the unmistakable sheen of mithral. Seven narrow alcoves 
  bite into the walls, just wide enough to squeeze into.  
  If you're worried that your party will just hide in the alcoves 
  here, you can change it that the six mithral keys unlock the 
  chamber and the WMD is controlled instead by a big, red button 
  and other mechanisms. Obviously, you'll have to contrive this 
  barrier before they get into the chamber. 
  Magic Mouth. With the WMD armed, a magic mouth spell 
  counts down in Arcturia's reedy voice. The room is also lit in 
  scarlet while the WMD is armed, not the yellow light of the 
  crystal dome. 
   
  39. ARCTURIA'S BOUDOIRS 
  Hanging above the lintel of these double doors is a disk 
  of black basalt, engraved with that same symbol—the 
  skeletal hand of Arcturia herself. What else than the lich's 
  personal chambers lie beyond these doors? The air is thick 
  with menace.   
  39A. GOLD AND BLACK BOUDOIR 
  The opulence at display here is fit for kings. Lavishly 
  furnished, this boudoir sports wall-to-wall carpeting, gold 
  silk cushions, and black basalt braziers that smolder with 
  melting incense. Two hammocks are strung between 
  chiseled pillars, and in one naps an Adonis of a man 
  wearing nothing but a golden silk skirt and fine sandals. 
  Track marks march up and down his forearms. 
  Alussiarr is in the throes of a dream that's about to end. If you'd 
  like to strike a comical tone, he's pawing at an invisible ball of 
  yarn. The track marks described above are evidence of the 
  blood drawn by Arcturia, using a fine alchemical tool called a 
  proboscis (a.k.a., a needle).  
  Roleplaying Alussiarr. The fiend is cunning and presents 
  itself as the ultimate paramour, a peerless lover. Its accent is 
  thick and intriguing, but fake. It takes great advantage over its 
  innate disguise self spell and, if its true nature is discovered, 
  promises it can be whatever a potential "suitor" wants. The 
  fiend is a hedonist of the deepest debaucheries.   
  Alussiarr only hides behind its mortal façade until it knows 
  that such a disguise can serve it no more. At first, before it drops 
  it, it claims that it is kept as Arcturia's slave and that any "right 
  and moral man" would set it free by breaking the seal of binding 
  that keeps it here. If this argument doesn't work, it drops all 
  pretense and lets the party guess at its otherworldly nature. It 
  promises secrets, loot, and "the key to prevent your demise." As 
  the party learns, the fiend is aware of the armed WMD—but it 
  does not need to worry, for its Limited Spell Immunity trait will 
  protect it from the blast. 
  Once Alussiarr asks the party to free him, Halaster chimes in. 
  Read the following: 
  A voice echoes throughout the chamber: Halaster. "Now," 
  says the mage, "if you loose him, he'll work all manner of 
  evil in Waterdeep, really muck up the place. Isn't that 
  right, Alussiarr?" 
  The man flinches at the sudden voice. "I asked you not 
  to use that name, mage." 
  "Answer the question." 
  "I don't wanna." 
  "I compel you." 
  Alussiarr makes a rude gesture. "Yeah? Compel this."  
  A sudden shock surges through the man, illuminating a 
  form hiding beneath that flesh: a tiger-like humanoid with 
  backward palms. The creature looses a sharp scream and 
  sucks in a heavy breath. "Fine, mage! Fine!" he shouts, 
  before turning to you. "It is true that I intend to work all 
  manner of evil in the city above. Plots, schemes, 
  tomfoolery and vengeance. Stiffing waiters and taxis and 
  the like." His lips curl into a smile. "Now, how about 
  breaking that seal?"  
  Freeing Alussiarr also has the risk of alerting the dragons in 
  Area 39B, who (in the Companion) are tasked with keeping the 
  rakshasa here. They bust in when they hear a conversation and 
  demand that the fiend quells its tongue. They assume their true 
  forms and attack the party if they move to undo the seal of 
  binding outside Area 39A.  
   
   
  
   
  156 
  Mithral Key (Y). Alussiarr has the key hidden in a lit brazier. 
  He reveals its location if freed, otherwise they must find it. 
  Characters aware that the key is hidden in this room can make 
  a DC 17 Intelligence (Investigation) check to deduce that it 
  would be safest in a burning brazier. It's buried amongst the 
  coals. Because it's mithral, it cannot melt, but it is white hot. 
  When a creature touches the key or starts their turn holding it, 
  they take 9 (2d8) fire damage and must make a DC 14 
  Constitution saving throw or drop the key. After five minutes 
  away from the fire, the key cools down enough. If quenched in 
  water, it cools down after 30 seconds.  
  Tying in Alussiarr. By itself, loosing a rakshasa should be a 
  trying ethical quandary that the party has no time to explore. 
  They need the key and either they fight the creature or free him. 
  What's to say that the fiend does not escape to wreak havoc on 
  the world? Whenever they return to Waterdeep, the newspapers 
  hold a litany of tales concerning heists, murders, and sightings 
  of a "weretiger." If the rakshasa is captured by the authorities 
  (likely Force Grey, the highest caliber defense agency the city 
  has to offer), it can be compelled into giving up the identities of 
  its liberators, implicating the adventurers.  
   
  39B. SKULL AND BONE BOUDOIR 
  As described in Halaster's Game, this gate is shut off until the 
  WMD is no longer armed. 
   
  39C. CRYSTALIGHT BOUDOIR 
  Wonderful music fills the hall, wrought by invisible hands 
  that pluck at a harpsichord. Two dancers, a man and a 
  woman quite clearly in love, waltz about the chamber. Oh, 
  how it makes your heart soar for better days, bright days 
  in the world above, for days without danger or worry. 
  Your heart swells, cries out for that gift, cries out like a 
  neglected child denied its supper.   
  The dragons are named Tenragos and Mylegosa and, under the 
  Companion, they earn their keep by keeping Alussiarr both 
  contained and entertained. To fail at the hands of mortals would 
  mortally wound their otherwise immense pride. They attack the 
  party if the rakshasa is about to be freed.  
  If two characters enter the chamber unmenacingly, the couple 
  swaps partners, sweeping up a character in their waltz. They do 
  not take "no" for an answer and introduce themselves. The 
  dancers might ask the adventurers who they are and their 
  purpose here, unaware that the WMD is armed. 
  Roleplaying the Dragons. The drakes play the part of vapid 
  nobles on vacation. They've summered here for so long that 
  they've now embraced the lie and they condemn even reverting 
  to their true forms as a violation of their due rest-and-relaxation. 
  Once they do, they take out that frustration on those that forced 
  them to give up their human forms.  
   
  41. WATCHFUL PILLARS 
  As you throw your weight against the doors, Arcturia's 
  recorded, emotionless voice echoes through your skull: 
  "Lockdown in progress. Exits have been sealed until 
  launch countdown has been completed. Please enjoy your 
  stay in Arcturiadoom." 
  The doors are sealed until the WMD is launched or disarmed. 
  They cannot be damaged or reshaped, per a wish spell cast by 
  Halaster Blackcloak. 
   
  EPILOGUE 
  Shutting off or surviving the WMD is enough to get the party 
  to 14th level, even if they don't slaughter enough hobgoblins.  
  The Cheeky Pluckers. Even if sprung from prison, the 
  Pluckers still can't catch a break. Arcturia finds them again and 
  subjects them to further experiments on L23, A17.  
  R&R. If the adventurers shut off the WMD, Halaster rewards 
  them with some well-deserved rest and relaxation—by hurling 
  them into a demiplane where they'll languish for three months. 
  Meanwhile, Dungeon of the Mad Mage goes on its mid-season 
  break and Mecha-Halaster is finished. 
  The adventurers' reward for completing L15 will be to return 
  to Waterdeep just as Mecha-Halaster is unleashed upon the city. 
  See the next chapter of the Companion for details on the demi-
  plane and Mecha-Halaster's march on Waterdeep.   
  Alternatively, if you'd prefer to keep the party on the Material 
  Plane, the Mad Mage confines them to Maddgoth's Castle on 
  Level 7; he uses a number of tricks to keep them there for a few 
  months, such as wards, yugoloth guards, and the like. 
   
  THE HOST'S SEND-OFF 
  Unlike other chapters, this one has no standard send-off, for it 
  is so tightly wrapped around Halaster's game show. 
  "Weapon of Mass Disintegration," squeaks that woman's 
  voice, "disarmed. Lockdown lifted."  
  With your hands trembling, you finally take a breath. It 
  feels as if you haven't breathed all day. The Mage Mage's 
  voice echoes from above and below: "My god…" he says, 
  "you actually did it. They did it, folks! Our contestants 
  have made history tonight. Let's hear it for 'em!" 
  Your ears are filled with thunder: hoops, hollers, cheers 
  and groans. You can pick out your names in the ruckus.  
  "That concludes the first half of Dungeon of the Mad 
  Mage," Halaster tells the audience. "With much love and 
  sorrow, I must bid you adieu until the season resumes in 
  three months. Until then, folks, until then!" 
  The Mad Mage snaps his fingers from afar—and your 
  world is consumed by darkness. When you come to, 
  you're in another realm, a flat demiplane whose distant 
  horizons are cloaked in mist.  
  Checking out your new digs, you find that there are no 
  walls. Rusty bathtubs and chamberpots lie in plain view. 
  A well draws water from… somewhere. The pantry 
  consists of wooden crates stocked with food—but the 
  food is kept in strange, iron jars that require an even 
  stranger tool to open. There are feather beds to sleep on, 
  but not enough. It seems three of you will be sharing.  
  Worse yet, the entertainment room consists of a 
  decimated bookshelf stocked with the Mad Mage's 
  autobiographies and a few elven fashion magazines. 
  There's also a lone table with a lone deck of cards—but 
  after closer inspection, you find that a king and all aces 
  are missing.   
  Halaster's voice echoes from above and below: "Enjoy 
  your mid-season break, champs. You've really earned it. 
  We're set to film again in… three months. I'll be back to 
  collect you then. Try not to go as loony-toons as I did." 
   
   
  
   
  157 
  LEVEL XV: THE OBSTACLE COURSE 
   
  "Ye'll become like me—a traitor to all you once held dear… Only way to win the mage's game is not to play," – Thward Underbrew 
   
  QUICK NOTES 
  • 
  This is the poster-child level of Undermountain, replete 
  with traps, gags, goofs and deadly foes.  
  • 
  You can't let your players dawdle. Whenever your patience 
  crumbles, threaten the adventurers with a visit from this 
  level's antagonist, Netherskull. Sometimes, however, these 
  flybys are illusions crafted by Halaster.  
  • 
  If you're hellbent on engineering a showdown with Nether 
  -skull in Area 39, then remove the bone keys from Areas 
  19 and 30B, placing them on Netherskull's person. To leave 
  this place, the party must defeat Netherskull or steal a key 
  from its eye socket. With this variant, the doors to Area 
  39C are unlocked. See Halaster's Game for details.   
  • 
  Teleport traps are invisible and cloaked from detect magic 
  and other divination spells! No saving throw can be made 
  to resist the teleportation! 
  • 
  Covered pit traps are noticed with a passive Perception of 
  17 or higher, or a DC 17 Wisdom (Perception) check. 25 
  pounds or more cause it to open and a character takes 3 
  (1d6) bludgeoning damage per 10 feet fallen! 
  • 
  There are few characters on this level to interact with, so 
  you'll want to steer your party to them. These characters are 
  Fidelio the ghost (A7), Lorlynn (A14), the Githzerai (A24), 
  Zorak Lightdrinker, the dwarf vampire (A27) and Kavil the 
  mage (A30). You also want to make Netherskull into an 
  antagonist that attacks periodically.  
   
  HALASTER'S GAME 
  This level represents a new height of the Mad Mage's insanity: 
  few intruders have ever made it this far, and fewer still were 
  true contestants of Dungeon of the Mad Mage. Halaster is 
  unhinged, ecstatic and, for the first time in a long time, on the 
  edge of his seat. 
  Victory or Death. The Companion makes only one real 
  change on this level: it's not enough for Halaster, or the 
  audience, for the party to just make it to Area 37 and take the 
  tunnel to Level 16. Nay, the fans demand blood, they demand 
  entertainment, and so Halaster expects the party to best 
  Netherskull, who was previously an optional boss. To facilitate 
  this, a sealed, magical door separates Levels 15 and 16, which 
  can only be opened by the bone keys that were previously found 
  in Areas 19 and 30B. Now the keys are carried by Netherskull 
  or left in Area 39C. With this change, the doors to Netherskull's 
  lair must be open when the party has experienced enough of the 
  Obstacle Course. This discretion is left to you and facilitated by 
  Halaster. If the party reaches Area 39C too early, you can have 
  the doors locked, if you so wish. 
  Play-by-Play: Expanded. In addition to the ravings listed in 
  DotMM, consider these phrases for Halaster's play-by-play: 
  • When characters win a battle or clear a room:  
  • "And another area cleared! Just thirty-nine to go!"  
  • "At this rate, you might finish the campaign before New 
  Year's—gosh, could you imagine?"  
  • When characters dally or take too long:  
  • (Out of combat): "Every moment you dawdle brings you 
  closer to doom—to me."  
  • (In combat): "Just kill something already!"  
  • "Tick, tock, folks, I'm not paying you to sit around and eat 
  oatmeal." 
  • When a character goes unconscious or dies: 
  • "Another one bites the dust!" 
  • "Death ought to be an old friend by now."  
  • "They shall be immortalized in the show's credits."  
  • When a character cheats death: 
  • "Confidence is a slow and insidious killer."  
  • "Death: the most patient cuckold." 
  • "There goes the life insurance payout."  
  • "Man, how many more times can this guy go down without 
  suffering brain damage?"  
  • When you or Halaster are bored or feeling zany, or when he 
  "forgets" that the mic is still on: 
  • "Is this thing still on?" 
  • "What, Wolfburger Lord again? Fine, get me the happy 
  meal. Gods know I could sorely use some joy."  
  • "Tell my wife I'll come back for her someday. And call 
  Gary; he promised me that sending spells wouldn't work on 
  that rock I left her on." 
  • "Yeah, hey, pick up some medicine for me on the way back; 
  I've been feeling… Well, the 'S' word, lately. What? No, 
  not 'sick,' 'sterile.'"  
   
   
   
  
   
  158 
  NETHERSKULL: HAIL TO THE KING 
  The chief antagonist of this level can't be left to rot in Area 39. 
  Nay, Netherskull must instead terrorize the party. The death 
  tyrant is the headliner for this level and must be seen often. 
  Consider these methods to showcase it to your party and spruce 
  up this level: 
  • Have Netherskull attack thrice, using its Disintegration Ray if 
  necessary to open a vantage point on the party. Nowhere is 
  safe. After one round of combat, Netherskull retreats via 
  tunnels in the ceiling or other routes that the party can't follow 
  it through. 
  • Interrupt social encounters that take too long with an ambush 
  by Netherskull; the party must be constantly on the move. 
  • Consider the entirety of the Obstacle Course as Netherskull's 
  lair, for the purposes of using lair actions. Remotely hound 
  the party with these minor attacks to spice up encounters.  
   
  Roleplaying Netherskull. Netherskull is consumed by fury, 
  the coals of which are always stoked when it discovers intruders 
  in its lair. It doesn't play with its prey once found, but ruthlessly 
  eradicates them. 
  Since its telepathy is lost when a beholder becomes a death 
  tyrant, give Netherskull the ability to speak Common, if the 
  party lacks Deep Speech or Undercommon—however, it 
  refuses to degrade itself by using such a "mongrel tongue." It 
  considers Deep Speech as an imperial language spoken only by 
  the most advanced beings.  
  Tactics. Follow these tactics for Netherskull. The death tyrant 
  is formidable even when faced without minions—and it can 
  create some mid-fight. 
  • Much of the experience of facing any beholder is the random-
  ness of its eye rays. Don't skimp out on that, no matter how 
  tempting it is.  
  • Netherskull floats, preferring an altitude of 30 feet, especially 
  in its lair. It will not tolerate melee combatants! 
  • If any nonplayer characters are with the party, such as Lorlynn 
  or the githzerai zerths, raise them as zombies via its Negative 
  Energy Cone feature. Alternatively, divide and conquer with 
  a Charm Ray.  
  • The Slowing Ray neutralizes martial characters and sorcerers 
  that rely on Quickened metamagic. 
  • To cover any retreat, or to fortify its position, Netherskull uses 
  its second lair action to grapple foes with spectral tentacles. 
  • Netherskull counters foes that hide behind cover with its third 
  lair action or uses its Disintegration Ray to remove the cover 
  entirely.   
   
  MECHA-HALASTER'S MARCH 
  As noted in the previous chapter of the Companion, Halaster 
  hurls the adventurers into a demiplane for three months while 
  work finishes on Mecha-Halaster (see Level 14). The party's 
  "reward" for completing the Obstacle Course is to be teleported 
  to Waterdeep to stop Mecha-Halaster's attack on the city, after 
  which Halaster will conjure them back into Undermountain.  
  This event isn't designed to take up a full session; it's simply 
  a final battle that, if won, gives the party up to a week of time 
  on the surface before Halaster forces them back into his domain. 
  When you run this event, take into consideration how weak 
  your players are from confronting Netherskull and L15 at large. 
  If they're flagging, you can add to their firepower with other 
  characters (such as ones found in Waterdeep: Dragon Heist) or 
  reduce the amount of forces that arrive with Mecha-Halaster. 
  Just A Gag. Halaster doesn't really expect to conquer 
  Waterdeep. This is just one of many half-baked plots that have 
  emerged from his addled mind. He won't be particularly upset 
  if Mecha-Halaster falls—for the scene will make for great TV.  
  A City in Peril. It was without any preamble or showboating 
  that the Mad Mage teleported Mecha-Halaster to the surface. 
  The vision Halaster grants the party in the dungeon is carefully 
  constructed—for the construct only appears outside the city 
  moments after Netherskull is slain. The city is in a frenzy and 
  its heroes, such as Force Grey, are still mobilizing. The city's 
  garrison is in disarray, thanks to Halaster's earlier machinations 
  and, having fed the city's brass false information, much of the 
  garrison was stationed elsewhere today, leaving only a skeleton 
  crew to defend the walls. The party is the first on the scene. 
  Statistics. Mecha-Halaster's statistics are found in Appendix 
  B of this supplement.  
  Minions. Mecha-Halaster doesn't march alone: Halaster stole 
  a flock of quadrones from the factories of Mechanus and 
  reprogrammed them to serve him instead. Additionally, he has 
  sent a contingent of Stonecloaks: the stone golems that he 
  imbued with intelligence through fragments of the Runestone 
  on Level 20. They are carved in his likeness and consider him 
  their god. The golems are honored to serve him now on this 
  "crusade" of his.  
  A Stonecloak has the statistics of a stone golem with 
  Intelligence and Charisma scores of 9. It understands Abyssal, 
  Celestial, Common, Draconic, Dwarvish, Elvish, Infernal and 
  Undercommon, but can't speak. Stonecloaks communicate 
  through a system of eye blinks.  
   
  SHOWTIME 
  First on the scene, the party appears on the city walls. Two 
  stone golems and eight quadrones have just slaughtered the 
  garrison defenders stationed here. Up and down the wall, 
  similar skirmishes rage. Mecha-Halaster can be seen in the 
  distance and will arrive in three rounds, giving the party some 
  breathing room to first dispatch the constructs here. 
  At an initiative count of 20 (losing ties), Mecha-Halaster's 
  steps send tremors throughout the land. Creatures on the wall 
  must make a DC 14 Strength saving throw or fall prone. Flying 
  creatures are unaffected, as are the stone golems. This effect 
  ends once Mecha-Halaster reaches the city walls.  
  Iron Giant. Mecha-Halaster arrives on the fourth round of 
  combat. Two magic missile gatling guns (see Appendix B) are 
  mounted on his shoulders. These constructs are destroyed when 
  Mecha-Halaster's hit points are reduced to 0, even if they still 
  have any hit points remaining.   
  
   
  159 
  Roleplaying the Mech. Taking after its "father," Mecha-
  Halaster is just a big, obnoxious robot. Anything you would say 
  as the Mad Mage can be said as Mecha-Halaster. It mirrors even 
  his mannerisms mirror, such as scratching its nose. When it's 
  reduced to 0 hit points, it explains that it was only a proto-
  type—that one day, the true Mecha-Halaster will lay siege to 
  this city and claim it for its "father."  
  Tactics. Mecha-Halaster's programming dictates its battle 
  tactics—a patented system named WHOOP-ASS ("Waterdeep 
  Head-On Onslaught Protocol/Assault System Strategy"). 
  • Mecha-Halaster grounds flying characters with an earthbind 
  spell, which it can cast thrice a day. 
  • If three adventurers are within 30 feet of one target, and it has 
  half its hit points or fewer, Mecha-Halaster casts chain 
  lightning. 
  • If Mecha-Halaster lands a hit on a heavily armored character, 
  it grapples them.  
  • Lacking ranged attacks, Mecha-Halaster relies on the magic 
  missile gatling guns to attack distant foes. 
  • If outnumbered, Mecha-Halaster can call forth another 2d4 
  quadrones, which arrive at initiative count 10 the following 
  round. Likewise, 1d2 stone golems can arrive from further 
  up the city walls, painted red in fresh blood and brain matter. 
   
  AFTERMATH 
  Waterdeep is sure to welcome the adventurers as the heroes they 
  are for intervening in this battle. Days after the attack, the city 
  honors its defenders, awarding them medals of heroism, post-
  humously if necessary. The adventurers receive such awards, 
  and might even be rewarded with wealth, prestige, or property. 
  Work with your players to establish how their characters would 
  hope to be rewarded. At a minimum, they can each expect 1,000 
  gp apiece, straight from the city's treasury or its nobles' hoards. 
  They may even receive an invitation to join the prestigious 
  Force Grey, the city's most esteemed corps of defenders.  
  Halaster also visits the adventurers in the aftermath of the 
  attack, promising them two weeks of rest. This is a lie; after a 
  week, he conjures the party back into Undermountain to 
  continue his wretched game. If you'd like to strike a comedic 
  tone and deny your adventurers their day in the sun, Halaster 
  does this the night before the party is honored before the 
  masses. In the wake of their disappearance, rumors spread like 
  wildfire, branding them as humble, masked heroes that did not 
  need reward or recognition. By when the adventurers next 
  return to Waterdeep, dozens of two-bit adventurers have tried 
  (and failed) to claim the party's identities and exploits as their 
  own. Thus, if the party tries to prove it was truly they that saved 
  the city, no one believes them.  
   
  AREAS OF NOTE 
  The following areas are of note:  
   
  AREAS IN SUMMARY 
  With forty areas in this nonlinear dungeon, refer to the table 
  below. "PT" refers to a covered pit trap and "TP" refers to a 
  teleport trap. Unlisted areas are unnoteworthy.  
   
  1. ON YOUR MARK! GET SET! GO! 
  When the adventurers reach this level, hit them with this 
  telepathic speech by Halaster. At this point, the Mad Mage is 
  unhinged, for few folks ever reach the Obstacle Course. 
  If you use the variant in which Halaster hurled the party into 
  a demiplane for three months so that the work of Mecha-
  Halaster could finish and you intend to send the party to 
  Waterdeep after Level 15 to fight that metal monstrosity, begin 
  Halaster's speech with the following excerpt. If not, skip down 
  to below. 
  Weeks have bled into months since the Mad Mage trapped 
  you in this dull demiplane and neither ingenuity nor magic 
  has managed to free you from this prison. Beginning yet 
  another bleak day, you notice a rift in the far distance—
  far, far, far in the gray, misty distance of this infinite 
  realm. You drop your block of cheese and muster your 
  allies and go sprinting towards the portal! Freedom at long 
  last—unless this is yet another trick by the Mad Mage.  
  You near the portal: an invisible force sucks you all up, 
  like a maelstrom at sea. The ground slips away from your 
  feet as you hurl towards the portal, beyond which you see 
  a dungeon chamber—screw it, you'll take it! Anything is 
  better than this! 
  The portal vomits you out onto a cold, stone floor. 
  Standing before you is Halaster himself—but before you 
  can strike him down, you realize he's but an illusion, a 
  projection. Halaster smirks and says, "Welcome back to 
  the land of the living." 
  A vision crosses your minds: the city of Waterdeep. 
  Panic has consumed the streets—for in the distance, a 
  steel monstrosity, easily a century tall, looms above the 
  city walls; its face is the face of Halaster himself.  
  "Right now," the Mad Mage tells you, "My creation, 
  Mecha-Halaster, long may he stomp, marches upon 
  Waterdeep itself! Should you clear this level in time, a 
  sojourn to the surface is yours! Perhaps you may even 
  save the city! Such shall be your reward, my dearest 
  contestants, for tonight is the glorious return of Dungeon 
  of the Mad Mage!" 
   
   
  
   
  160 
  AREAS IN SUMMARY 
  Area Contents 
  Area Contents 
  1 PT, TP  
  19 Ropers, TP 
  2 PT 
  22 TP, stone golem 
  4 Trap (Magic, DC 22 Int)  23 Stone golem, treasure 
  5 Portcullis, TP  
  24 Githzerai zerths, TP 
  6 TP 
  26 TP, Trap (DC 17 Dex) 
  7 Fidelio, LG ghost 
  27 Dwarf vampire 
  8 TP 
  28 TP, Trap (DC 15 Dex) 
  9 Trap (DC 22) 
  29 PT, champion 
  10 TP, Dragon statue 
  30 Mage, Gate to L18 
  11 TP 
  31 TP, Boon/Treasure 
  12 Trap Deactivator 
  33 Trap (+6 to hit x2) 
  13 PT, TP 
  35 TP, Trap (DC 14 Dex) 
  14 Skeletons, drow mage  
  36 TP 
  15 Gate to L20 
  38 Forty zombies 
  16 Trap (Fireball, DC 19) 
  39 Netherskull's lair 
  18 Treasure, 250 pp 
  40 Lava children, mephits 
   
  Give the party time to respond and interact with the Mad Mage. 
  Thereafter, add the following:  
  Halaster's grin grows impossibly wide—clearly another 
  trick of magic. "We come now to the Obstacle Course, the 
  lair of my most esteemed tenant, Netherskull. Your goal 
  is simple, dears, and it is to strike Netherskull down—and 
  it knows! It knows, for I've told it! Twice it shall strike! 
  Twice shall it try to send you to an early grave—but 
  beware, for the dead shall find no rest here! No rest at all!  
  "Welcome to a game of cat-and-mouse—but where the 
  mouse becomes the cat and the cat the mouse until, of 
  course, in the eventuality that the mouse eats the cat, in 
  which case—" 
  Halaster takes a breath to steady himself. "On your 
  mark! Get set—don't disappoint me or the thousands 
  watching—go!"  
  Halaster promised that Netherskull will attack twice; that's a lie 
  meant to keep the adventurers on edge. Do what you will with 
  such information.  
  Once Halaster has finished his spiel, the illusion fades from 
  being. Run the area as normal thereafter.  
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A10. Teleporting here animates the dragon statue trap: the 
  character in its path must make a DC 15 Dexterity saving throw 
  or be knocked prone and take 55 (10d10) bludgeoning damage. 
  A19. Three ropers lie in wait for prey! 
  A40C. The character falls from 30 feet into the lava and takes 
  55 (10d10) fire damage, in addition to the 3d6 bludgeoning 
  damage they'd take from the fall. 
   
  2. CLACKING FLOOR 
  If a character falls into the pit, the Mad Mage announces, "This 
  trap is brought to you by the Ghaunadaur ooze-clerics of 
  Undermountain: fhinala-pekta-een-een-pa-pha! Paa-pha!"  
   
  3. STUFFED MONSTERS 
  You stumble upon an intimate chamber decorated with 
  stuffed monsters arranged in lifelike poses. Frames line 
  the walls, holding within them incredibly lifelike 
  portraits.   
  With no other purpose, just utilize this room for light zaniness: 
  framed photographs—yes, photographs—of Halaster in safari-
  gear with a rifle (etched with arcane runes) line the wall. Each 
  photo depicts him shooting down his prey. The aarakocra 
  photograph is particularly callous: the creature's kin can be seen 
  in the background, terrified and aghast as Halaster is kneeling 
  down and flashing a thumbs-up. A close inspection of a puddle 
  in the photograph reveals that the cameraman is none other than 
  Halaster himself—and its eyes follow those that look upon the 
  photo.  
   
  5. ANTECHAMBER 
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A19. Three ropers lie in wait for prey! 
  A28. The statue animates and takes a swing at the creature, 
  who must make a DC 15 Dexterity saving throw or take 16 
  (2d12+5) slashing damage plus 11 (2d10) fire damage.  
  A40C. The character falls from 30 feet into the lava and takes 
  55 (10d10) fire damage, in addition to the 3d6 bludgeoning 
  damage they'd take from the fall. 
   
  6. LOOTED CHEST 
  This chamber's scorched from the fires of bygone days. 
  There's not a single surface that hasn't been blackened by 
  fire or painted with soot. Scrawled in the soot on the back 
  wall is a foreign word, likely of Dwarvish origin: 
  XUNDERBROK! 
  At the chamber's heart sits a stone chest, open and 
  empty, its treasures long since taken, and it too is black 
  with soot.  
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A13A. Traps galore, in particular a covered pit trap trapped 
  with a glyph of warding (cloudkill, save DC 22, 36 (8d8) poison 
  damage, half damage on a save).  
  A22B. Teleport traps galore, four in total.  
  A40C. The character falls from 30 feet into the lava and takes 
  55 (10d10) fire damage, in addition to the 3d6 bludgeoning 
  damage they'd take from the fall. 
   
  7. FIDELIO'S FOLLY 
  Little more than rubble separates this room from a chasm 
  whose lava sheds dim, crimson light. Sweltering heat 
  spills forth and has peeled away the chamber's green paint 
  job. As you enter the chamber, a wind stirs up an 
  apparition from bygone days; it reeks of cheap cologne. 
  "Well, well, well," the ghost says, "Look who came 
  crawling back like a bird on its belly." 
  
   
  161 
  Fidelio initially mistakes the adventurers as a former party that 
  spurned him some decades ago, hence his remarks on them 
  coming crawling back.  
  Roleplaying Fidelio. Channel Zapp Brannigan of Futurama 
  or other haughty characters. Fidelio's legacy is one of failing 
  upwards—but he sees every rung of that ladder as a remarkable 
  victory worthy of the history books. He's incorrigible, oblivious 
  to his own gaping flaws, and terribly uneducated. He often 
  remarks about his "tasteful" cologne—which he pronounces as 
  "ka-log-ne." You can also draw on any of this sample dialogue: 
  • "When I'm in command, every mission's a suicide mission." 
  • "Let's sing—and you'll see why they call me the 'Velour Fog.'" 
  • "Amateur hour's over; I'm piloting this steakhouse now." 
  • "If we can hit that bullseye, the rest of the dominoes will fall 
  like a house of cards—checkmate." 
   
  Striking the Beast. Fidelio is aware that he cannot rest until 
  Netherskull is slain by his hand—and that has made him 
  desperate. If he and the adventurers meet Netherskull in battle 
  and the death tyrant's on the ropes, Fidelio might hurl himself 
  in front of spells or attacks just to give himself more time to 
  land the killing blow. Utilize that for comedy, if you will.  
   
  8. TELEPORT TRAP 
  This place makes for a great ambush by Netherskull. On the 
  round before it blasts open a hole from the chasm (Area 40C), 
  it uses a lair action to ensnare the party: the walls sprout spectral 
  tentacles, subjecting characters within 10 feet to a DC 17 
  Dexterity saving throw. On a failure, they're grappled until they 
  succeed on a DC 17 Strength (Athletics) or Dex. (Acrobatics) 
  check. Netherskull departs after one round. 
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A11. The characters find the spellbook of Elvilac, the brother 
  of Lorlynn, the drow mage of Area 14B.  
  A26. The statue animates, taking a swing at the character 
  teleported here. They must make a DC 17 Dexterity saving 
  throw or take 40 (6d10+7) force damage—and, if reduced to 0 
  hit points, that target is disintegrated.  
  A31. Any magical items on a character teleported here are 
  stolen and left at the bottom of the 50-foot-deep pit in this 
  chamber.  
   
  9. HIDDEN RUNE 
  The dungeon gives way to a seeping chasm churning with 
  lava. Spanning this molten hell is a hazy, spectral bridge 
  that ends at a pair of stone doors. Even from here, you can 
  see the "H" that's engraved into the stone.  
   
  10. ROLLER-DRAGON 
  There's nothing for you here but a stone statue of a drake. 
  Its wings are folded in tight, mouth agape, its fangs bared. 
  It has forty-seven fangs, this drake. You don't know if that 
  matters, but your speedy counting is impressive 
  nonetheless. Curious enough, the entire thing is balanced 
  on two stone cylinders. 
  A character that succeeds on a DC 14 Intelligence (Arcana) 
  check identifies the statue as a gold dragon in the first century 
  of its life, judging by its iconic frills. Halaster telepathically 
  golf-claps in their mind for solving this great mystery.  
  Play-By-Play. If a character succeeds on its saving throw to 
  avoid the animated dragon statue, the Mad Mage remarks, 
  "Bravo! Quicker than the last guy, that poor stain of a gnome!"  
  If they instead failed, Halaster remarks, "Oof! You never 
  wanna see how sausage gets made, folks—but it's something 
  like that." 
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A13A. Traps galore, in particular a covered pit trap trapped 
  with a glyph of warding (cloudkill, save DC 22, 36 (8d8) poison 
  damage, half damage on a save).  
  A22B. Teleport traps galore, four in total.  
  A40C. The character falls from 30 feet into the lava and takes 
  55 (10d10) fire damage, in addition to the 3d6 bludgeoning 
  damage they'd take from the fall. 
   
  11. DEAD END 
  Lying on a soiled bedroll is a dead drow, his face frozen 
  in a silent scream—a scream of death. His flesh sags like 
  a crone's and all his teeth, you notice, have grayed into 
  brittle daggers. There's a foul energy here. The air is thick 
  with it.  
  You flinch—Halaster's voice bounces off the wall. "He 
  chose to rest—and he chose poorly! Another notch on 
  Netherskull's belt!"  
  At your discretion, Halaster throws up a projection on the wall, 
  depicting the elf's last moments. Read the following: 
  The dead end is painted with a vivid illusion, courtesy of 
  the Mad Mage's magic. You know, since he bothered to 
  include the phrase "COURTESY OF MY MAGIC" above it in 
  floating letters.  
  In this operatic illusion, the dark elf lies snoring on his 
  bed-roll when a spectral eyestalk materializes above him. 
  It watches, weeping a milky liquid that falls from above 
  onto the elf. It watches for a long while—until the elf 
  suddenly rouses, alert now, warned by the lizard at the 
  back of his brain. He mistakes the eyestalk's spit for a leak 
  of water staining his tunic.  
  Dagger in hand, he searches for danger. Finding none, 
  he lays back down to sleep—and that's when he sees the 
  eyestalk. 
  It blinks. It weeps more of that ichor, a fat globule that 
  lands in the elf's eye. He flinches, wipes it away—and 
  only then does the eyestalk shudder with coursing, black 
  energy. As the elf meets its gaze, the eyestalk vomits out 
  a ray of pure necrotic energy, ending the elf without any 
  further fanfare. 
  A caption appears above. It reads, "AND SO WAS THE 
  END OF DEAR ELVILAC ZMIRTH—DOES HIS SISTER 
  KNOW?"  
   
   
   
  
   
  162 
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A6. No danger abounds! 
  A24A. The githzerai zerths lay low nearby.  
  A28. The statue animates and takes a swing at the creature, 
  who must make a DC 15 Dexterity saving throw or take 16 
  (2d12+5) slashing damage plus 11 (2d10) fire damage.  
   
  12. WHEEL ROOM 
  No person has set foot here in some time, if the dust that 
  coats this room's every surface is any indication. At the 
  chamber's center, a rusty iron wheel protrudes from the 
  floor, six feet in diameter. You notice there a harmless, 
  invisible attendant. Its ephemeral, vaguely humanoid 
  body is outlined by the dust cloud.  
  You want to showcase the living unseen servant but ensure 
  that the adventurers don't find reason to harm it—that way, if 
  the servant reactivates the traps later on, they'll kick themselves 
  for leaving it alive. When the party turns off the level's traps, 
  the Mad Mage loudly remarks, "Well, thanks for ruining the 
  fun, you jerks." His voice bounces off the walls.   
   
  13. HIDDEN TRAPS 
  The pit yawns wide—and so does Halaster. At the bottom 
  his image has been painted over the stones, open-
  mouthed, his grey cavities on display. Painted maggots 
  squirm in his rotten gums. A piece of yellowed paper lies 
  in the corner.  
  The paper is a memorandum penned by Halaster and addressed 
  to all "Undermountain residents." It details the cutting of the 
  "company dental plan." Halaster is unremorseful in the letter 
  and recommends "a good pair of pliers" in the meantime. At 
  your discretion, his memo bears the glyph of warding that 
  unleashes the cloudkill spell.  
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A19. Three ropers lie in wait for prey! 
  A22A. Teleporting there animates a dormant stone golem 
  that begins to stalk the halls.   
  A40C. The character falls from 30 feet into the lava and takes 
  55 (10d10) fire damage, in addition to the 3d6 bludgeoning 
  damage they'd take from the fall. 
   
  14. SEPULCHERS 
   
  14A. SOUTHERN CRYPT 
  A herd of leering dwarven skulls adorn this door. Runes 
  decorate the lintel, carved in the notable Dwarvish script.  
  You can add a fourth sarcophagus that holds what appears to be 
  the remains of one of the adventurers. Shortly after being 
  discovered, the corpse animates. Its voice is clearly Halaster 
  doing his best impression of that character. Tailor the dialogue 
  as you see fit; the whole jig's just a lampoon meant to mock that 
  character.  
   
  14B. NORTHERN CRYPT 
  It's the creak of bones you hear first—joints and discs 
  popping, locking, groaning, and moaning. As a dungeon 
  veteran, you're no stranger to animate skeletons, and long 
  has it been since one posed a threat to you. As you crack 
  open the crypt's door, you see them milling about: dead 
  dwarves. They make no effort to accost you, but from one 
  of the crypt's sarcophagi you hear an elf groan. She 
  sharply grumbles in her native tongue. 
  Lorlynn, mistaking the adventurers as her brother, grumbles in 
  Elvish, "We had a deal, brother! You stick to your crypt, and I 
  to mine! Can't a girl get four hours in a coffin around here?" 
  If Fidelio is with the party and you're playing him especially 
  Zapp Brannigan-esque, he takes quite the shine to Lorlynn, who 
  wants nothing to do with him.  
  Roleplaying Lorlynn. Lorlynn is a true stick in the mud. She 
  wants no part in the party's "adventure" and refuses to come 
  along. An attack by Netherskull, however, can convince her to 
  join them, as can a successful DC 19 Charisma (Persuasion) 
  check.   
   
  16. SPECTRAL BRIDGE 
  Spanning that chasm is an ethereal bridge, mortared with 
  wisps of energy that wavers in the heat thrown forth from 
  the lava below.  
  If your version of Halaster is merciful, or would like to test their 
  ingenuity, he might warn the party about the bridge's interaction 
  with magic items. He might even offer to "hold onto" those 
  items for them—but instead keeps them on L23. 
  If a character plunges through the ephemeral bridge because 
  of a magic item, they fall through an illusion of the minecart 
  from Area 1. Halaster's voice loudly shouts, "I warned ye! I 
  warned ye! Don't dare say I didn't warn ye!" 
  Ambush. An attack by Netherskull while the party is crossing 
  the bridge would be ideal. After one round of combat, the death 
  tyrant slips away. The seven smoke mephits in Area 40 might 
  then fly up to harry them further.  
   
  19. GRABBY PILLARS 
  As described in Halaster's Game, the Mad Mage has set the 
  party on a collision course with Netherskull. Under this variant, 
  the bone key that would normally be here has been removed and 
  its purpose changed. It instead unlocks a magical door to Level 
  16 and is carried by Netherskull (in his eye).  
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A5B. Halaster's coin, which reverses an elder rune from a 
  bane into a boon and vice versa.  
  A13A. Traps galore, in particular a covered pit trap trapped 
  with a glyph of warding (cloudkill, save DC 22, 36 (8d8) poison 
  damage, half damage on a save).  
  A26. The statue animates, taking a swing at the character 
  teleported here. They must make a DC 17 Dexterity saving 
  throw or take 40 (6d10+7) force damage—and, if reduced to 0 
  hit points, that target is disintegrated.  
   
   
  
   
  163 
  20. SEPARATED HALL 
  While normally this hall is a dead end, you might want to 
  provide the adventurers a chance to progress to Area 36. Flight 
  facilitated by magic, such as the fly spell, still causes creatures 
  to plunge into the chasm (see Area 40 for details), forcing the 
  party to confront this challenge without magic.  
  The gap between Areas 20 and 36 is twenty-two feet. What 
  parts of the cliff aren't sheer are no less treacherous to pass. 
  Characters can attempt to cross the gap with these methods: 
  • A character equipped with a climbing kit can scale the cliffside 
  until reaching Area 36A. This takes two minutes.  
  • A grappling hook or looped rope can be thrown to snatch at a 
  rock outcropping and swing across; for the former, make a 
  ranged attack roll against the rock (AC 17). For the latter, a 
  DC 15 Intelligence (Sleight of Hand) check determines if the 
  knot the character makes can hold their weight; this check is 
  made as a character is swinging across. 
  • A series of rock outcroppings and leftover pillars allow the 
  characters to leap from one to another, if they succeed on two 
  of three skill checks: Athletics (DC 16), Acrobatics (DC 18) 
  and Insight or Intelligence (mason's tools) to understand that 
  a pillar is about to topple (DC 20). Failing two of the three 
  checks causes a character to fall 30 feet into the lava below, 
  taking 10 (3d6) bludgeoning damage from the fall and 55 
  (10d10) fire damage from the lava.  
   
  22. TELEPORT TRAPS 
   
  AREA 22A. TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A26. The statue animates, taking a swing at the character 
  teleported here. They must make a DC 17 Dexterity saving 
  throw or take 40 (6d10+7) force damage—and, if reduced to 0 
  hit points, that target is disintegrated.  
  A28. The statue animates and takes a swing at the creature, 
  who must make a DC 15 Dexterity saving throw or take 16 
  (2d12+5) slashing damage plus 11 (2d10) fire damage.  
   
  AREA 22B. TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A6. No danger abounds! 
  A8. No danger, except for the elder rune carved onto the 
  doors leading to the spectral bridge (DC 22 prismatic spray).  
   
  24. GITHZERAI RETREAT 
  When the party first lays eyes on the githzerai, read: 
  As you creep towards this chamber, you lay your eyes on 
  them: slim, olive-colored folk tattooed and freckled in 
  black ink. They look like nothing that hails from this 
  world—and your very eyes start to water as you continue 
  to stare. It's as if your mind is shy to lay your eyes on 
  them, as if a power gently—but firmly—suggests your 
  mind look elsewhere. To ignore their presence. 
  The zerths' ambient, psionic power naturally causes others to 
  point their attention elsewhere, making it a challenge to focus 
  on them. You don't want to gate this interaction behind a 
  tongues spell, so grant Yrlakka telepathy with a range of 30 feet.  
  Roleplaying Yrlakka. The old sage is patient and trusting, 
  for, thanks to his psionic power, he can look deep into an 
  individual and glean their alignment and nature. So insightful is 
  he that the sage has already gleaned the adventurers' names. 
  You can demonstrate his gifts through nonthreatening acts of 
  telekinesis; he might offer water to the party by telekinetically 
  drawing cups from the fountain in Area 24D or psychically lay 
  out extra bedrolls as cushions for the party to sit on.  
  Next Time On… You can and should use the gith to preview 
  Level 16. However, you don't want to ruin the surprise of them 
  exiting a portal onto an asteroid in outer space. Thus, you must 
  walk a tightrope when voicing the githzerai. They can share any 
  of the following details, but avoid other topics:  
  • The gith are not of this world; theirs was lost to the mind-
  flayer empire of old. Over eons, they absorbed the illithids' 
  psionic power and broke free. In the aftermath, however, their 
  ancestors splintered: the githyanki sought war, and the gith-
  zerai solace. To this day, most of the gith remain on the Astral 
  Plane, hunting mind flayers.  
  • Below, the githyanki have secured a foothold to wage war 
  against a mind flayer colony on a deeper level of Under-
  mountain. This foothold is named the Crystal Labyrinth.  
  • Yrlakka belongs to the Sha'sal Khou, a renegade faction that 
  seeks to reunify the gith races. He and his pupils wait here in 
  the Obstacle Course, ready to lend their aid to the githyanki. 
  • The githyanki tolerate no outsiders and are supremacists at 
  heart. They are led by Al'chaia, a cruel and militant knight.  
  • Yrlakka's most headstrong pupil, Ezrial, has vanished, likely 
  after rushing into the Crystal Labyrinth to probe the gith-
  yanki's defenses.   
  • The githzerai evade "the Mad One" through their psionic gifts. 
  Yrlakka, however, suspects that that time is nearly at an end. 
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A6. No danger abounds! 
  A8. As described in Area 8, this location serves as a prime 
  ambush from Netherskull. 
  A26. The statue animates, taking a swing at the character 
  teleported here. They must make a DC 17 Dexterity saving 
  throw or take 40 (6d10+7) force damage—and, if reduced to 0 
  hit points, that target is disintegrated.  
   
  26. STATUE OF MORADIN 
  A dwarven-carved statue streaked with veins of mithral 
  dominates this chamber. Its stone hammer glows faintly 
  with dwarvish runes. It is Mighty Moradin, great god of 
  the forge—any fool can tell!  
  When the statue animates, it shouts, "That which has been made 
  shall be undone!" in Dwarvish. 
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A1. Back to the entrance, where Halaster mocks, "Come 
  crawling back now, huh? Well too bad! Once more unto the 
  breach with you, cretin!" 
  A10. Teleporting here animates the dragon statue trap: the 
  character in its path must make a DC 15 Dexterity saving throw 
  or be knocked prone and take 55 (10d10) bludgeoning damage. 
  A35. The trap puts a character right before the scythe trap. 
  
   
  164 
  27. MARK OF DEATH 
  The corridor is split by a gaping pit, twenty-feet long. The 
  air is pregnant with dread, with silence. With slow and 
  heavy steps, you approach the pit's edge to peer down: its 
  sheer sides are stained with blood. A sarcophagus lies 
  below, carved from alabaster and chiseled into a bat with 
  folded wings. 
  Floating above that sarcophagus is a magical rune that 
  sheds an ill-colored light.  
  Like the incubi on Level 12, the party is faced with incurring 
  the wrath of an obsessive stalker. However, this one is 
  compelled not by a vendetta, but by magic. If he is not put down 
  now, Zorak Lightdrinker will become quite the thorn in the 
  party's side. 
  Roleplaying Zorak. As with all vampires, anything good 
  within Zorak's heart has been twisted into a cruel parody. His 
  gregariousness has soured into an obsession to collect 
  sycophants and slaves. Whereas he was always quick to share a 
  drink with a stranger, now he finds pleasure in drowning them 
  with ale. Zorak is remarkably straight forward and openly 
  admits he's only hunting a death-marked character because of 
  Halaster's geas spell. He's like to point to them and say, "Now, 
  now, let's get this business over with so I can sod off to my 
  crypt. Ye got a death mark, ye got to die. Simple as that, lad." 
  If the adventurers prove to be too much for Zorak, he first 
  offers to turn the death-marked character into a vampire spawn 
  ("Now, now, it ain't got to be all too bad; I can give ye eternal 
  life, don't ye know it? We can put this ugly business behind us 
  and move on. Everybody, ye see, wins."). What he neglects to 
  tell anyone is that, as one of his spawn, they'll be bound to his 
  will and made into a slave. Still, Zorak hungers for a respectable 
  companion and might one day turn them into a full vampire.   
  Tactics. A seasoned warrior further empowered by undeath, 
  Zorak uses the following tactics:  
  • Zorak makes ample use of his Legendary Resistances. Don't 
  forget them! 
  • Zorak does his best to hurl characters into the pit, as without 
  magic or tools, they cannot climb its sheer walls. The easiest 
  method of achieving this is grappling a foe with an unarmed 
  strike, moving into the pit (via his Spider Climb trait) and 
  then dropping them.  
  • On his first turn, Zorak calls 2d4 swarms of bats. He has one 
  swarm take the Help action to give an attack of his advantage. 
  The others are used to harry unarmored foes.  
  • He follows up turn with an unarmed strike Legendary Action, 
  choosing to grapple on a hit. He then follows it up with a bite 
  Legendary Action at the next opportunity.  
  • On his second turn, Zorak uses his Charm ability to divide the 
  party, ordering the character to attack the death-marked foe. 
  • If Zorak can manage to push the party into the pit, he utilizes 
  his dwarven thrower to strike at them from above. 
  • Once the death-marked target is slain, Zorak will retreat unless 
  the odds are overwhelmingly in his favor.  
   
  28. STATUE OF THARMEKHUL 
  When the statue animates, as part of a creature being teleported 
  to this area, it shouts, "By fire, be purged!" in Dwarvish.  
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A5B. Halaster's coin, which reverses an elder rune from a 
  bane into a boon and vice versa.  
  A11. The characters find the spellbook of Elvilac, the brother 
  of Lorlynn, the drow mage of Area 14B.  
  A40C. The character falls from 30 feet into the lava and takes 
  55 (10d10) fire damage, in addition to the 3d6 bludgeoning 
  damage they'd take from the fall. 
   
  29. TRAPPED HALLS 
   
  29B. UNDERBREW IN CHAINS 
  You find the most curious portrait mounted on the 
  chamber's wall: a scowling dwarf in black plate armor, 
  shackled within a dreary dungeon cell—and it is a 
  massive portrait, sized at three feet by seven feet.  
  When Underbrew is released, he shouts, "I am your end! Your 
  reckoning! Know my work and despair!" 
  Roleplaying Underbrew. Deaf to reason, Thwad Underbrew 
  wastes no time striking down members of the party. Since you 
  don't have the luxury of roleplaying him outside of combat, use 
  the following catch phrases: 
  • When Underbrew first attacks a target, he shouts, "Countless 
  corpses in this dungeon, and they all died with 'Thwad Under-
  brew' on their lips! Well, not like that but—ye know what I'm 
  getting' at!"  
  • When Underbrew first takes damage, he grunts, "Resist not! 
  Do ye truly wish to live long enough to abandon yer beliefs? 
  To become like me?" 
  • When Underbrew uses his Second Wind trait, he shouts, "Oh, 
  was that the best ye could muster, you leaf-lily shrew?"  
  • When Underbrew first uses his Indomitable trait, he shouts, "I 
  cannae be stopped! I cannae be quenched!" On the second 
  use, he mutters, "Sheesh, that was a close one!" 
  • When mortally wounded or on Death's door, he whispers, 
  "Give it time; ye'll end like me—a traitor to all you once held 
  dear. Give it time… Give it… time. Be like… me. Promise 
  ye… Only way to win the mage's game is not to play." 
   
   
   
  BROWN MOLD 
  Brown mold feeds on warmth, drawing heat from anything around 
  it. A patch of brown mold typically covers a 10-foot square, and the 
  temperature within 30 feet of it is always frigid. 
  When a creature moves to within 5 feet of the mold for the first 
  time on a turn or starts its turn there, it must make a DC 12 
  Constitution saving throw, taking 22 (4d10) cold damage on a failed 
  save, or half as much damage on a successful one. 
  Brown mold is immune to fire, and any source of fire brought 
  within 5 feet of a patch causes it to instantly spread outward in the 
  direction of the fire, covering a 10-foot-square area (with the source 
  of the fire at the center of that area). When a patch of brown mold is 
  exposed to an effect that deals cold damage, it is instantly destroyed. 
  
   
  165 
  30. HALASTER'S HANDIWORK 
   
  30A. NETHERSKULL'S BIOGRAPHER 
  A dais dominates this room upon which sits a wretchedly 
  pale mage in a dusty robe. His quill scratches madly into 
  a yellowed journal. "I know, I know, I know!" the man 
  snarls, looking over his shoulder to an archway—clearly 
  one of Halaster's arcane gates. As you watch, the mage's 
  head snaps to glare at a gong on the far side of the room. 
  "And what would you know about biographies?" the man 
  accuses. "You know how many of these I've written by 
  now?" 
  By when the party reaches this place, Kavil is having a 
  telepathic argument with the nycaloths, whose only relief from 
  boredom is to taunt and torment the poor mage. Having this 
  conversation before the players hints that there are invisible 
  entities here—but also raises the possibility that poor Kavil is 
  just insane and talking to himself.  
  Netherskull's Lair. To the south of this area lies a door to 
  Netherskull's lair. If you feel that the party has not experienced 
  enough of this level, then keep the door locked. Kavil can 
  explain that it can be unlocked with a special key (see Areas 19 
  and 30B) although you might want to remove them. Kavil also 
  explains that Netherskull can't use a key; when he leaves his 
  lair, the door he exited through remains open until the death 
  tyrant manipulates its locks from inside the lair with its 
  telekinetic ray. However, if you're worried the adventurers will 
  skip Netherskull when they find Area 37, you can repurpose the 
  bone key to unlock a door to Level 16 in that area. You can then 
  steer your party towards the other entrances to Area 39. 
  Roleplaying Kavil. Kavil's at the end of his rope. He's long 
  since lost count of how long he's been here. He's malnourished, 
  fed only the barest of essentials by Halaster, which are delivered 
  by the magic gong. He refers to the nycaloths here as "Thing 
  One" and "Thing Two," as they—his sole companions—refuse 
  to give the man even their nicknames. You can use any of the 
  sample dialogue below: 
  • "I want no part in any of this! I just want my spellbook! And 
  my freedom!" 
  • "Netherskull has an open-door policy—in that, to leave its lair, 
  it has to unlock and leave the door wide open." 
  • "The death tyrant has slain countless intruders—and still they 
  remain here, humming and hollering and hungering." 
  • "Do you have any food? For the love of the gods, tell me you 
  have some fresh food! Berries? Juice? Jerky? A tomato!?" 
  • "The children in the chasm… They are not children, I promise 
  you. If you find yourself in their game of hide-and-seek, you 
  better hide well." 
   
  Biography Ideas. Scattered across the dais are old notes and 
  pages discarded by Kavil. Written on them, easily seen, are 
  ideas and titles that the mage has abandoned. They include: 
  • "Netherskull: Lady Killer." 
  • "Death Could Not Take This One." 
  • "A Lesson in Narcissism." 
  • "Unclaimed Frequent Flyer Miles Galore."  
   
  30B. PLAY-BY-PLAY GENERATOR 
  Once you enter this chamber, Halaster's voice booms, 
  "Took ye long enough, ye crocodile-teared pez dispenser! 
  Ye really have garlic in yer soul, ye know that?"  
  This voice, the one that has hounded you throughout 
  this dungeon, comes from a strange contraption equal 
  parts metal and flesh. This thing has a face: the face of 
  Halaster. It spews out more excrement as you gawk: 
  "Yer a tepid puddle of a man—and yer mother was one 
  helluvah ogre, and yer father? He reeked of elderberries. 
  I can smell it on you like cheap cologne! And speakin' of 
  cheap—"  
  As described in Halaster's Game, the Mad Mage has set the 
  party on a collision course with Netherskull. With this variant, 
  the bone key that would normally be here has been removed and 
  its purpose changed. It instead unlocks a magical door to Level 
  16 and is carried by Netherskull (in his eye socket).  
  Halastron's Reunion. If your players forged a special bond 
  with Halastron, the quadrone of Area 25 on Level 2, then this 
  is the identity of the quadrone in this area. The modron has been 
  reassigned to be the Play-by-Play generator and turning it off 
  kills Halastron. Once Halastron makes its appearance, the 
  fleshy bits of the device evaporate.  
  As recommended in that chapter of the Companion, allow 
  Halastron to speak Common. His vocabulary has improved 
  greatly since then, but he's still fond of these phrases: 
  • "That's show business for ya." 
  • "Shut up, baby, I know it." 
  • "Rejoice—you are all gears in the machine." 
  • "Extinction is inevitable. Live it up while you can." 
  • "Neat." 
  • "0-1-1-0-1-0-0-0   0-1-1-0-1-0-0-1." 
  • "I can dig it." / "Can you dig it?" 
  • "Bite my shiny, extraplanar ass." 
   
  31. HALL OF EMBERS 
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A26. The statue animates, taking a swing at the character 
  teleported here. They must make a DC 17 Dexterity saving 
  throw or take 40 (6d10+7) force damage—and, if reduced to 0 
  hit points, that target is disintegrated.  
  A36A. When teleported here, you can place the six lava 
  children from Area 40C in Area 36D, who're getting ready to 
  cannonball into the chasm.  
   
  34. CHASM'S EDGE 
  Netherskull might ambush the party here from A39—but not 
  until after yelling at Kavil, his reluctant biographer. Read: 
  As you straddle the edge of that molten abyss, you 
  overhear a good ol' fashioned verbal flogging: 
  "I care little for your plight, wizard! This interview is 
  over!" shouts a voice of gravel and thunder. 
  A reedier voice cries out, "But my Lord Netherskull—" 
  "Over!" shouts the creature. "Away with you, wizard! 
  Pray I do not reduce you to ash next we meet!" 
  If the party fails a group Dexterity (Stealth) check, Netherskull 
  comes to investigate this area, possibly finding them.  
  
   
  166 
  35. SCYTHE-SEEING 
  If foes pursue the party to this chamber, you can craft a tense 
  scene. No ability check is required to identify the scythe trap as 
  unstable and any attempt to cross it without first disarming or 
  removing the dwarf is suicide. The party must pick their poison. 
  If circumstances permit, use one of these scenarios: 
  • The six lava children pursue the party from the chasm or from 
  the eastern doorway.   
  • Netherskull comes from his lair to the north; the party hears it 
  loudly opening up the locks to the door from the north.  
  • Netherskull bears down on the party from the chasm or passes 
  nearby, forcing the party to hide or flee from it.  
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A6. No danger abounds! 
  A10. Teleporting here animates the dragon statue trap: the 
  character in its path must make a DC 15 Dexterity saving throw 
  or be knocked prone and take 55 (10d10) bludgeoning damage. 
  A24A. The githzerai zerths lay low nearby.  
   
  36. LOOTED VAULTS 
   
  TELEPORT TRAP 
  These await those that fall prey to the teleport trap: 
  A1. Back to the entrance, where Halaster mocks, "Come 
  crawling back now, huh? Well too bad! Once more unto the 
  breach with you, cretin!" 
  A8. As described in Area 8, this location serves as a prime 
  ambush from Netherskull. 
   
  37. HARMLESS HALASTER STATUE 
  If you want your players to confront Netherskull, you can 
  reroute the zombie horde described in Area 38, having it instead 
  stream out of the tunnel from below. This then corrals the party 
  into Area 38, where—surprise, surprise—there are yet even 
  more undead, forcing them into Area 39 where Netherskull 
  awaits. 
  Halaster's Game. If you're using the Victory or Death 
  variant, a magical door stands in the way of Level 16 and can 
  only be unlocked with one of the Mad Mage's bone keys—
  which is being carried by Netherskull. If you're running the 
  Mecha-Halaster's March event, then behind the door is a portal 
  to Waterdeep. In the distance, they can see Mecha-Halaster 
  closing in on the city walls.  
   
  38. ZOMBIE HORDE 
  The stench of rot is your closest companion in these 
  depths as you venture further into the Obstacle Course. 
  You hear… hums. You hear the stomp of feet, the clap of 
  hands—wet claps, as wet flesh hits wet flesh, as if it were 
  moist thunder. You then come upon them: a legion of 
  undead, dozens of corpses under various states of decay.  
  And what are they doing? What are these animate 
  corpses doing with their time? Humming a tune—the 
  theme song to that show you know so well: Dungeon of 
  the Mad Mage.  
  All as one, the horde turns to peer at you—and they 
  break out into a toothy grin.  
  MOB ATTACKS 
  d20 Roll Needed 
  Attackers Needed for One to Hit 
  1-5 
  1 
  6-12 
  2 
  13-14 
  3 
  15-16 
  4 
  17-18 
  5 
  19-19 
  10 
  20-20 
  20 
   
  The mob rules in the Dungeon Master's Guide have been 
  extrapolated and personalized to the zombies:  
  Mobs. When handling a crowded battlefield, you can speed 
  up play by forgoing attack rolls in favor of approximating the 
  average number of hits a large group of monsters can inflict on 
  a target. Instead of rolling an attack roll, determine the 
  minimum d20 roll a creature needs in order to hit a target by 
  subtracting its attack bonus from the target's AC.  
  The zombies have a +3 to hit, so subtract that from a target's 
  AC. For example, if they attack a fighter with an AC of 19, they 
  need a roll of 16 or higher. According to the table above, for 
  every four zombies, one hits, if all four attack the same target. 
  With forty zombies in this area, ten would hit creatures with an 
  AC of 19 each round, until their numbers dwindled.  
  Leftover zombies automatically miss; for example, if 
  fourteen attacked the same target (with an AC of 19), then only 
  three zombies would hit, as there are enough for three groups 
  of four; the two remaining zombies fail to hit their target.  
  This attack resolution system ignores critical hits in favor of 
  reducing the number of die rolls. As the number of combatants 
  dwindles, switch back to using individual die rolls to avoid 
  situations where one side can't possibly hit the other. 
   
  39. NETHERSKULL'S SANCTUM 
  If you're running the Victory or Death variant, then the party 
  has no choice but to face Netherskull. This conflict kicks off the 
  latter half of Dungeon of the Mad Mage—and so, Halaster is 
  hellbent on making it as cinematic as possible. Through him, 
  you can use any of the following gags: 
  • Rifts to other realms open up, revealing various audiences 
  watching this live recording of Dungeon of the Mad Mage. 
  These crowds consist of fiends, aberrations, angelic beings, 
  oozes, and humanoids of countless races, many of which the 
  party has never seen and can't make sense of.  
  • If one of your players is taking too long to decide their turn in 
  combat, Halaster casts time stop to interview other characters, 
  parodying classic reality TV show methods.   
  • If you're using the Points Game described in Halaster's Game 
  of the Companion, the party might be able to redeem their 
  points for healing potions, spells, or other rewards.  
  • As noted in DotMM, the play-by-play machine grows more 
  and more unhinged throughout the fight.  
   
  Doors. As described above, the doors to the lair can be 
  opened without a bone key. When the party has explored 
  enough of the Obstacle Course, one door is open to allow them 
  inside. Use your best judgment. 
  Terrain. Your adventurers are sure to make use of this 
  chamber's terrain, namely the pillars supporting the ceiling. 
  Netherskull itself can take advantage of the chasm here, 
  flinging a character towards it with its telekinetic ray attack. 
   
   
  
   
  167 
  40. NETHERSKULL'S CHASM 
  It's important to remember that lava isn't so much a liquid, since 
  it has the density of stone. Unlike usual portrayals in fiction, 
  creatures do not sink in lava but instead flail helplessly on their 
  surface as their skin boils off their very bones.  
  Because lava is so dense it's virtually solid, most creatures 
  that crash into it also take bludgeoning damage as if it were a 
  solid surface.  
   
  SPECIAL EVENT 
  You can use the following special event on this level: 
   
  I'M YOUR BIGGEST FAN 
  Whilst the party's traipsing through the dungeon, the Mad Mage 
  opens up a rift—and out steps a strange creature that claims to 
  be the party's biggest fan. This ideally occurs after an 
  adventurer's been separated from the party via a teleport trap.  
  No matter this character's race, it has the statistics of a 
  commoner. Alternatively, you can use a fiend or aberration—
  the more absurd, the better. This fan gushes and raves about 
  how lucky they are to meet the party. He or she has a specific 
  favorite member of the party, and might scorn others. The fan 
  hopes for a harmless token, like an autograph or a lock of their 
  hair. Hell, they might settle for getting a black eye from their 
  favorite contestant.  
  When you spring this event on the party, read the following: 
  Amidst your high-stakes dungeon delve, a rift opens up 
  before you, a portal of swirling violet and pink hues! 
  Halaster's voice echoes out from this rift: "And now, 
  having won our sweep-stakes, Mr. Giltr'ql can meet his 
  favored contestant!" 
  From another realm comes applause and out steps a 
  strange creature who says to you, in heavily accented 
  Common, "My god, my good god! It's you, it's really, 
  really you! I'm your biggest fan!" 
  Once the fan has been placated or spurned, the rift swells and 
  throbs. An invisible force begins to draw the fan back in; the 
  fan, for their part, resists and shouts, "No! Just five more 
  minutes! Please, I beg of you, Halaster!" Alas, a massive crab 
  pincer comes from the rift to gently grapple the fan and send 
  them whence they came.  
   
  EPILOGUE 
  There's nowhere to go up from here—and to do that, the party 
  must continue down. Having cleared this level, they should 
  advance to 14th level, where many classes, such as wizards and 
  warlocks, gain their subclass's capstone.  
  Send-Off. Cap off your session with one of the send-offs 
  below. Both assume the party squared off against Netherskull 
  and emerged victorious. If you run Mecha-Halaster's March, 
  don't use a send-off for this chapter. Instead, Halaster 
  congratulates the party and promises two weeks of leave on the 
  surface. This is, of course, a lie. After one week, he summons 
  them back into the bowels of Undermountain to continue this 
  wretched game of his.  
   
  THE STANDARD SEND-OFF 
  It's getting to you: the misery of it all, the tedium. Like 
  dogs let out from a musty house, you can't help but 
  wonder what lies beyond the fence. Alas, for you, there is 
  no freedom to be found, no distant horizon to which you 
  can gaze and dream of. No, the depths are your sole 
  pasture now, and for far too long has the Mad Mage made 
  you graze upon its dead and dying weeds. 
   
  THE HOST'S SEND-OFF 
  Under this send-off, Halaster steps out of a portal to interview 
  the party after their "stunning victory" in the Obstacle Course.   
  Bloodied, haggard, and fed-up, you leave behind 
  Netherskull's corpse and make your way away from this 
  wretched place—but before you get too far, a violet rift 
  opens up and out steps the Mad Mage. Holding his scepter 
  to his lips, he says, "And what a thrilling end to our first 
  night back on Dungeon of the Mad Mage! Tell me, my 
  contestants, how exactly are you feeling? Thrilled? 
  Ecstatic? On the very brink of collapse? Do tell and tell 
  well! Speak free and open, for the audience hopes to hear 
  every single word!"  
  Once the party has been interviewed, Halaster looks past them 
  to an invisible arcane eye. Read: 
  Still brandishing his scepter in that strange manner, the 
  Mad Mage looks beyond you and cracks a smile. "It's 
  been a helluvah run, folks, a helluvah run. Half-way done, 
  half-way to go before our contestants can return to their 
  nondescript lives on the world above. The future is bright 
  and bloody, and to our contestants, we say, 'Have fun, 
  don't die.' Remember, guts, gore, and more on Dungeon 
  of the Mad Mage! Until next time!" 
  Before you can lay your weary hands on Halaster and 
  wring his neck, a portal opens up beneath his feet, 
  swallowing him whole and leaving you once again in the 
  darkened depths of Undermountain. 
   
   
   
   
  
   
  168 
  LEVEL XVI: THE CRYSTAL LABYRINTH 
   
  "Gate access to Stardock from Level Sixteen only," – Undermountain Map Carving 
   
  QUICK NOTES 
  • 
  You want to do everything in your power to preserve the 
  surprise of walking out from a portal onto an asteroid in 
  outer space. All dialogue must be carefully curtailed to 
  avoid spoiling it! 
  • 
  Areas 1-11 are in Undermountain; 12-32 are on the asteroid 
  Stardock, outside of Halaster's restrictions on magic cast in 
  Undermountain. The rods that open the portal can be found 
  in Areas 3B, 8, 10, 22, and 29D.  
  • 
  None of the characters on this level speak Common except 
  for Urlon (Area 10), githyanki knights under a spell of 
  tongues and the red dragons. Draconic is the shared tongue 
  across this level's denizens.  
  • 
  This level is less character-driven and more exploratory in 
  nature. Urlon's plot to depose Al'chaia is the only true story 
  here—but this level shines as an exploratory one.   
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • The party may have encountered the Map Room (L1, A37). 
  Those that interacted with its interface may have heard, "Gate 
  access to Stardock from Level Sixteen only." Once the party 
  reaches Stardock, hit them with a flashback of that moment.  
  • The party may have encountered the githzerai zerths on L15, 
  led by Yrlakka. They've lost one of their members: Ezria, the 
  headstrong pupil that left to probe the githyankis' defenses. 
  They may be willing to accompany the party to L16 to rescue 
  him. Yrlakka belongs to the Sha'sal Khou, a rogue faction of 
  gith that hope to unify their race.   
  • If you ran Mecha-Halaster's March after L15, the party got a 
  week of rest in Waterdeep by Halaster (who promised two). 
  He teleports them to A1 of L16 at the start of this session.  
   
  HALASTER'S GAME 
  Halaster has but one game on this level: to push the party into 
  the portal to Stardock. When they return to Toril, that same 
  portal deposits them into Waterdeep itself—but, alas, this is just 
  an illusion crafted by the Matrix-esque machine on Level 17, 
  the Seadeeps. Thus, Halaster's efforts on this level are devoted 
  to setting up the next. To incentivize the party into entering the 
  portal, you or Halaster can play upon the players' sympathies or 
  their hunger for power: 
  • Playing on their sense of altruism, Halaster reminds the party 
  of Ezria. Even if the party hasn't met the githzerai, he can still 
  pluck at the heart strings through a vision showing Ezria 
  being tortured by githyanki.  
  • Playing on their sense of duty, Halaster tells the party that the 
  githyanki and their red dragon allies intend to roast 
  Waterdeep—and it's their duty to put a stop to them. This is, 
  of course, a lie.  
  • Playing on their greed or lust for power, Halaster informs them 
  of the manual of gainful exercise and tome of clear thought 
  possessed by Al'chaia, the githyanki commander. He will 
  flat-out tell them that these magic items enhance one's 
  strength and intelligence. If your version of the Mad Mage 
  can break the fourth wall, then he even says "Intelligence 
  score" and "Strength score."  
  ROLEPLAYING GITHYANKI 
  The Companion likes to relate characters to real pop-culture. To 
  that end, it is suggested that you think of the gith in the lens of 
  Star Wars. If the githzerai are jedi, then the githyanki are best 
  described as the sith. Theirs is a militant, Machiavellian culture 
  hellbent on avenging their ancestors by eradicating illithids—
  and anyone else in their path.  
  Mannerisms. Githyanki never reach for objects, no matter 
  how close they are; instead, they rely on their psionic mage 
  hand ability. Particularly lazy ones that aren't expecting a fight 
  will use their psionic misty step ability to cross a room.  
  Language. When encountering creatures that lack Common, 
  the Companion often advises handwaving it through telepathy 
  or granting them the language anyway. Not so with the gith, 
  who must keep their otherworldly tone. If you speak a language 
  that your players don't, now is the time to shout it at them. 
  Otherwise, we can draw from popular science fiction, like the 
  protoss of Starcraft. The Companion suggests using Khalani, 
  the protoss language. You can use any of the phrases below at 
  the risk of incurring a cease-and-desist letter from Blizzard 
  Entertainment:  
  • "Ki nala atum!" or "We are as one!" 
  • "Khassar de templari!" or "From order comes justice!" 
  • "Khas il'adare" or "May your spirit soar," often said in support 
  of other warriors.  
  • "Na vazeal!" or "We destroy!" 
  • "Uhn dara ma'nakai" or "Our duty is unending." 
  • "Uhn ore'ki atum" or "Our minds are as one."  
  • "Zerashk Guilda!" or "Oblivion awaits!" The worship of gods 
  is forbidden in githyanki society, so this serves as both as a 
  rallying cry and one's dying words. 
   
  The githyanki here can speak also Draconic, allowing another 
  means of communication with the party. Githyanki knights 
  likewise can psionically cast tongues thrice a day.   
   
   
  
   
  169 
  ASHTYRRANTHOR'S HUNT 
  The dragon matriarch is the true boss of this level—but even if 
  the adventurers don't fight her, she can be used as a source of 
  tension. Periodically describe how the adventurers can hear her 
  slithering across the asteroid's surface, smell the acrid smoke 
  from her nostrils, and pick out her claws ringing against stone. 
  Set up tense scenes where she's about to pass by a window and 
  the adventurers must duck and hide to avoid being detected.  
  Wrath of the Red Drake. Should the adventurers incur her 
  wrath, Ashtyrranthor comes after them across three phases of 
  combat. This chain of events requires some creative liberties to 
  be taken and so, it may not work at your table. This is also 
  pained by the fact that you cannot exactly determine where her 
  hunt begins, as she can be encountered in multiple areas. 
  Nevertheless, once the adventurers face her, try to carve out the 
  following phases for the sake of drama and narrative. 
  Tactics. Ashtyrranthor employs the typical tactics used by a 
  dragon but with the benefit of spellcasting:  
  • Ashtyrranthor avoids harming githyanki and will allow prey 
  to escape if it saves the life of some.  
  • Ashtyrranthor chases prey into the asteroid with a passwall or 
  gaseous form spell.  
   
  1. THE BROOD MOTHER 
  When Ashtyrranthor first spots intruders, she looses an ear-
  shattering roar—using her Frightful Presence action. She first 
  tests the adventurers' might through a few probing maneuvers; 
  this lasts for no more than two rounds of combat. Thereafter, 
  try to progress to the next phase. Ashtyrranthor is not above 
  retreating from the adventurers. In her absence, a retinue of 1d4 
  +2 githyanki warriors flank the party from behind, driving 
  them towards the outside of Stardock for the next phase. 
   
  2. TORIL BELOW AND DEATH ABOVE 
  The second phase of combat pits the party against the drake on 
  the surface of the asteroid. This can happen naturally if the 
  adventurers are in Area 12 or 20, but it can be forced through a 
  twisted use of the passwall spell: she opens up a hole right 
  beneath the party, who falls towards the asteroid's gravity plane 
  and are then shunted to the opposite side. Alternatively, if most 
  of the party fails against her Frightful Presence, cue a harmless 
  montage in which the party tramples across the asteroid's 
  surface in utter and abject fear.  
  Regardless of how it's conceived, Ashtyrranthor comes 
  clambering across the surface from afar. Out here, she can 
  attack without the worry of harming the githyanki. Likewise, 
  she can fly unabated, at least to an altitude of 120 feet (after 
  which, she'd leave the asteroid's air envelope and be subjected 
  to the vacuum of space).  
  Stardock is not smooth; stalagmites point out from its surface 
  like stone teeth. Every stalagmite gives either half or three-
  quarters cover, depending on its size. They also have 40 hit 
  points; after being reduced to 0 hit points, they crumble.   
  Stardock is also not just stone; plant here and there windows 
  made by the asteroid's previous tenants. They can be shattered 
  easily, and the adventurers can drop down into any area of your 
  choosing. If the party is on the bottom half of the asteroid, these 
  windows propel them upwards into an area of your choosing. 
  Area 23 is the best destination, as it puts the party close to the 
  portal back to Stardock. Once Ashtyrranthor sees what the party 
  is trying to do, she intercepts. If they escape, she chases after 
  them with a gaseous form spell. 
  Tactics. Out on the asteroid, the drake's tactics change:  
  • Ashtyrranthor attacks without reservation, scorching the 
  asteroid black with fire. When she makes a Claw attack at a 
  character on the surface, so mighty is she that her talons leave 
  1-foot-deep trenches in her wake.  
  • If she grapples a character, she tries to deposit them just 
  outside the air envelope. Likewise, if a character is flying 
  above, she beats her wings (use the Wing Attack Legendary 
  Action, but instead of being knocked prone, the character is 
  knocked back 30 feet on a failure) to push them into space. 
   
  Once the adventurers are back inside the asteroid, move to 
  the next phase.  
   
  3. RACE TO TORIL 
  It has been far too long since Ashtyrranthor met a challenge or 
  been wounded. By the third phase, any pretense of playing with 
  her food has vanished. She's out for blood. 
  This phase begins once the adventurers are back inside the 
  asteroid and ought to begin in Area 23, if they used windows to 
  escape back inside. Either they make a last stand there or race 
  back to the portal. Ashtyrranthor chases after them in gaseous 
  form, reverting to her true form once she's in a large enough 
  chamber.  
  If necessary, 1d4 githyanki warriors arrive from elsewhere 
  to assist the dragon. If the adventurers have wounded a 
  githyanki gish earlier, you can replace a warrior with him or 
  her—although one at full power is certain to destroy the party 
  when they're already facing an adult red dragon. 
  Once the adventurers reach the portal, whether they are 
  victorious or in flight, skip to the Epilogue below and read the 
  send-off of your choice.   
   
   
   
  
   
  170 
  AREAS OF NOTE 
  The following areas are of note:  
   
  1. ENTRY HALL 
  The dungeon gleams with colored light: the walls, the 
  ceiling, the very floor are streaked with luminous crystal. 
  Forward you go, almost mesmerized by the glittering 
  veins until the entire dungeon gives way to these 
  crystalline surfaces. As you watch, the color shifts from 
  red to blue, with motes of violet and topaz glittering here 
  and there. An entire rainbow rests within these walls, 
  shifting and quivering.  
  For the longest time, all you've seen in this wretched 
  place is ruin and despair—and now… Now you have seen 
  beauty unmentionable and light otherworldly.  
  What, you must wonder, is the catch? 
  It is trivial to skip this level; the entire dungeon spans but a few 
  chambers. To get the most out of this level, you must steer the 
  party towards Stardock, and you can use Halaster as your 
  mouthpiece. Establish first how you intend to entice the party 
  into venturing to Stardock, instead of heading straight to Level 
  17. Tailor Halaster's dialogue accordingly. You can draw upon 
  the following sample dialogue: 
  • If Halaster relies on altruism, he references the githzerai 
  zerths: "Poorest Ezria, that headstrong little twerp, rushed 
  ahead. His screams echo across the 'yankis' inner sanctum—
  for they do not see him as kin, don't you understand? And we 
  all know how the 'yanks treat even their own kin."   
  • If he instead plays upon their sense of duty, he references the 
  red dragons and lies about the githyankis' intentions: "Red 
  dragons! Red! Dragons! They slither about the 'yanks' most 
  inner sanctum, hungering to unleash their fiery breath on the 
  good people of Waterdeep, to tear down their kingdom and 
  replace it with an inferno that can finally warm their frigid 
  hearts! Hurry damn you, hurry!" 
  • If personal gain is the adventurers' chief motivation, Halaster 
  references the magic items possessed by the githyanki 
  commander, Al'chaia: "Should you wish to beat my game, 
  you must first find power—and there is no shame in turning 
  to outside enhancements to better aid you in this quest. The 
  'yank commander, Knight-Commander Al'chaia, possesses 
  two magical tomes that, once studied, can enhance a man's 
  strength and mind… something you clearly lack." If your 
  version of Halaster is prone to breaking the fourth wall, he 
  flat-out tells the party that studying the tomes increases their 
  Intelligence- and Strength scores. He can also mention the 
  red dragons' hoard, which he describes as "gadzookingly 
  wealthy." 
   
  2. WESTERN CAVERN 
  The clash of steel and sparring alerts you to the presence 
  of others. The light here is almost blinding, but you can 
  pick out two pairs of fighters, sparring beside a pit 
  wreathed in silvery mist. Above that pit hangs a 
  crystalline stalactite with—with a woman inside of it. Her 
  eyes fall upon you! She shuts her eyes and suddenly the 
  fighters all turn to gawk at you.  
  These warriors drop their blunted weapons and motion 
  for greatswords leaning against the wall—which are flung 
  into their hands by an unseen force. One shouts, "Ki nala 
  atum!" and springs into battle. "Ki nala atum!" the others 
  shout, following her lead! 
  "Ki nala atum!" is Khalani (the Protoss language) for "We are 
  as one!" Additionally, for the sake of drama, grant creatures 
  encased in the crystal stalactites telepathy with a range of 60 
  feet.  
  Tactics. Young these githyanki warriors may be, but they've 
  been drilled for battle since they were but babes. With a 
  githyanki gish above, they employ the following tactics: 
  • The knight that shouted the battle cry casts misty step using 
  her bonus action and follows it up with two greatsword 
  attacks. She attacks head-on. On their other turns, her three 
  fellow knights teleport beside or behind the party. 
  • Githyanki about to die cast misty step to reach or jump into the 
  pit to escape to the Astral Plane.   
  • The gish in the stalactite can only cast spells. She opens up 
  with a telekinesis spell (DC 15) to grip a character, moving 
  them to the pit in the center of the chamber. 
  • The gish counterspells the first spell cast that she can perceive. 
  • On its second turn, the gish casts sleep as a 4th-level spell (roll 
  11d8) after she shouts in Gith for its allies to make room, so 
  they don't get caught in the spell.  
  • If the entire party is incapacitated, the surviving knights take 
  them to Urlon, the ranking officer outside of Stardock. He 
  resides in Area 10.   
   
  3. MAIN CAVERN 
   
  3A. ARBEZ'S WATCH 
  The following text assumes that the party has already spotted 
  the crystal stalactite in Area 2.  
  You spot yet another crystal stalactite hanging from the 
  ceiling, and in it yet another man dressed in flowing robes. 
  Below him lies another silvery-misted pit. Straw dummies 
  in the rough form of mind flayers stand further on.  
  If Arbez, the githyanki gish, spots the party, he'll try to pass it 
  off as if he didn't see them; he intends to attack them from 
  behind. If they head to Area 4, he alerts his comrades in Area 
  3B. Otherwise, he throws a fireball at their backs as they 
  venture elsewhere. A DC 14 Wisdom (Insight) check confirms 
  he actually saw the party.  
   
   
  
   
  171 
  3B. SURLOCK'S WATCH 
  Your blood begins to boil, your heart hitches—for you 
  smell it first: the acrid, volcanic odor of a red dragon. As 
  you creep onward, you hear that sharp, barbaric tongue. 
  Sure enough, yet another pit dots this chamber and above 
  it hangs a stalactite containing yet another mage. Below 
  him, a knight converses with her red dragon steed, whose 
  very nostrils spit smoke.  
  The following text assumes that at least one party member can 
  understand Draconic:  
  "How many more must be slain, Ashranthax?" complains 
  the young knight to her draconic steed. "It's not like 
  Undermountain is crawling with illithids. 
  "Not even Mother may influence Al'chaia—there are 
  many among the brood that hunger for such power. 
  Perhaps that is why she remains impartial, lest Infernexus 
  or Smoakcant seize the clutch from her." 
  "Shall the Knight-Commander even part with her 
  tomes, I've begin to wonder," murmurs the knight. "Or is 
  it a ploy?" 
  Tactics. The trio here are unprepared for battle, two being 
  engaged in a heated discussion. They hastily employ the 
  following tactics:  
  • The young red dragon opens up with a fire breath (DC 17 Dex 
  save, 16d6 fire damage, half on a success) aimed at the target, 
  even if it includes the gish in the stalactite, which has 80 hit 
  points and shatters when reduced to 0 hit points.  
  • If the knight dismounts, it costs half her movement speed. If 
  an effect moves her mount, she must make a DC 10 Dex. save 
  or fall prone. On her first turn, she casts misty step to close 
  the distance with the party and casts it again to return to her 
  mount at the end of her next turn. She reserves her last use of 
  misty step to escape if necessary.  
  • The gish counterspells the first spell he perceives and casts 
  telekinesis (DC 15) to restrain a character as the red dragon 
  advances forward with her hungry jaws.  
   
  5. PRISON CELL  
  By when the party acquires a Stardock rod, they will probably 
  just stumble straight towards Area 11, and thereby skip this 
  encounter. You can circumvent that by having Marquox 
  telepathically contact characters in Areas 3, 6 or 7. If you do, 
  read the following: 
  A wet voice slithers past your ears and into your mind, 
  "You and I must converse, mortal. Bound I am by these 
  githyanki termagants and fools. Come and let us speak 
  long. I have seen the githzerai youngling, have watched 
  the githyanki open the starry portal to their innermost 
  sanctum. I am an asset to you and yours—for as little of a 
  price as my freedom. The officers carry a curious, black 
  crystal rod. That is the key to your goals. Bring it to my 
  cell." 
  Once the adventurers open the cell with a Stardock rod, read the 
  following. If they refuse to open the cell with the rod or stick to 
  a telepathic conversation, they will not learn of Marquox's 
  identity. In this case, skip down to Roleplaying Marquox.  
   
  The air is tight, pressurized as if by magic. Those among 
  you with the Gift feel your veins throb as the wards cut 
  you off from select avenues of magic. Floating in the 
  center of this prison cell is a mind flayer. Its eyes open up 
  to regard you and its wet voice squirms its way into your 
  brain: "At last we meet." 
  Previously On… You can link Marquox to earlier chapters of 
  DotMM. It could know or be the mind flayer from Level 3 (see 
  Azrok's Hold, Area 21G) or be the mind flayer that terrorized 
  Skullport (per the Companion's Skullport chapter; see Special 
  Events).  
  Roleplaying Marquox. The illithid's desperation is betrayed 
  by its telepathic voice, which quavers. It fears not death but 
  torture by the githyanki. Already they've paraded it through 
  their trophy room (A9) and promised it a slow and humiliating 
  death. Unlike in DotMM, Marquox does not know that Stardock 
  is an asteroid; it instead thinks that Créche K'liir is just a distant 
  part of Undermountain. 
  Marquox also knows Ezria ("the youngling") was taken to 
  "Créche K'liir." Even if the party refuses to free it, Marquox 
  banks on them causing enough ruckus on Stardock to free its 
  comrades, the mind flayers in Area 29C, who it then expects 
  will rescue it in turn.  
  No Lie Detectors. The illithid offers protection through 
  Seadeeps, but this is a lie. Since it's advised not to use the 
  Insight skill as a lie-detector, if a character succeeds on the 
  check, instead hint at the deceit with the phrase, "You can tell 
  the creature's troubled—and desperate. In its current state, it 
  would promise anything that could guarantee its escape."   
   
  6. EASTERN CAVERN 
   
  6A. MIRRK'S WATCH 
  Hushed tones echo from this corner of the dungeon, 
  pregnant with discontent. You need not know the 
  language to recognize brewing mutiny and indignation. 
  As you peer around the corner, you see yet another person 
  encased in a crystal stalactite. Below her, six young 
  warriors are gripped in a heated discussion.  
  Again, grant the encased githyanki telepathy out to a range of 
  60 feet to communicate with her comrades. She alerts them 
  when she sights the party. 
  The following text assumes that at least one party member 
  can understand Gith:  
  The warriors are gripped in what appears as a debate—
  but clearly, they stand united in discontent: 
  "Al'chaia has gone too far," says an older woman. 
  "Pushed too far, drilled us too long—and for what? 
  Books? Like she would do anything to empower anyone 
  but herself." 
  Another warrior nods fervently. "That termagant can't 
  keep this up. I care not for her titles—Créche K'liir is our 
  birthplace and it is we who shall govern!" 
  The others grumble their approval, arms crossed and 
  brows furrowed. "No more!" they all agree. 
  Tactics. The githyanki here follow these tactics; you can also 
  draw upon the tactics discussed in Area 2 for more information. 
  The warriors here don't take prisoners, worrying that the 
  intruders might have understood their discussion, for which 
  they would be punished dearly by Al'chaia and her loyalists.  
  
   
  172 
  • The gish opens up with a fireball spell (DC 15) on the party, 
  the sound of which alerts creatures in adjacent areas. On her 
  second turn, she casts haste on the first knight (see below). 
  • The first knight to spring into battle shouts "Na vazeal!" ("We 
  destroy!") after the fireball has been cast. She closes the gap 
  with misty step cast as a bonus action. Four comrades follow 
  suit, teleporting together into the heart of the party to fight as 
  one unit while the sixth warrior teleports behind the party. 
  Until three knights have fallen, they run down targets with 
  misty step spells.  
   
  6B. SCRYING CHAMBER 
  This chamber is lit in soft, violet light that emanates from 
  the far wall, which is carved with intricate runes that all 
  hum with arcane power. Magic is clearly at work here.   
  To prevent the party from gleaning too much information, the 
  scrying wall is doomed to be broken by the ulitharid's mental 
  might. Consider it a sloppy use of the scrying spell, which 
  Extremiton detects and psychically lashes out against.  
  If a character casts scrying, read the following:  
  Your mind bears a vision—black at first as it tumbles 
  through dark waters and dark earth. Down, down, down 
  you go until finally you see a six-tentacled illithid sat on 
  a crystal throne. Its base is made of a black, alien metal 
  veined with copper wires that snake down into the floor.  
  On the backwall stretches a sort of crystal window 
  depicting the city of Waterdeep—specifically, a spectral 
  image of the Yawning Portal's taproom, a place you know 
  so well. Suddenly, the image moves, and a gruff voice 
  shouts out, "No roughin' in the taproom!" You recognize 
  the familiar voice of Durnan, the owner and propriety of 
  the Yawning Portal.  
  The illithid leans forward to press at a pale, crystalline 
  button. The image on the screen shifts, depicting 
  Waterdeep's harbor. A ship is just about to dock—but 
  before you can see more, the illithid looks up and its mind, 
  its very mind, links with yours. In a slithering voice it 
  shouts, "Begone, voyeur!" With a wave of its tentacled 
  beard, the vision is severed—and suddenly deep cracks 
  race throughout the scrying wall. Its magical hum groans 
  and shudders to a stop, its magic lost.   
  See Area 12 of Level 17 for more details on the room scried 
  upon by the wall.   
   
  7. ANTI-ILLITHID DEFENSE 
  The adventurers are nearly blinded as they enter this chamber, 
  encountering the bright, crystal golems for (presumably) the 
  first time. Read the following: 
  You squint into the dazzling lights ahead, pain stabbing at 
  your brain through your flimsy eyes. Two warriors stand 
  tall, ready, and unarmed with nothing but their fists—but 
  as you squint into the light, you realize they are golems 
  fashioned from the very same crystal that makes up this 
  dungeon's walls and floors.  
  The warriors turn to you and crack their knuckles—it 
  sounds like shattering glass. As one, they advance.  
  Tactics. One golem opens up with its Slow action while the 
  other advances to make Slam attacks. If not enough of the party 
  fell prey to the Slow effect, then the other golem uses it at the 
  start of its next turn or the one after that.  
   
  8. OFFICER QUARTERS 
  The following text assumes that at least one member of the 
  party can understand Gith and have eyes on the githyanki:  
  "It shall be mine!" snarls a knight, beating upon his breast 
  with a closed fist. His plated armor is set with twelve 
  gems: six red spinels and six black jaspers, twinkling in 
  the crystalline light.   
  "You are nothing," sneers a mage dressed in flowing 
  robes. Arcane tattoos stretch across his neck. "Al'chaia's 
  magic books are for better men than you—like me." 
  "You can hardly lift a sword and you would dare 
  condescend to me, Theru? I would sooner see you bruised 
  and broken before Al'chaia even shows you a single page 
  of the tome!" 
  Tactics. If surprised, the githyanki follow these tactics:  
  • The gish opens up with a thunderwave spell (DC 15), cast at 
  4th level, to knock characters out of the room, following it up 
  with a longsword attack as a bonus action, if any characters 
  are left inside or resist the blast.  
  • The knight teleports behind the party with misty step. He first 
  tries to knock a creature prone, using one of his attacks. If 
  successful, he then follows up with a greatsword attack.  
  • The githyanki are still hot under the collar and that anger has 
  made them careless. The gish casts fireball on his second turn 
  and, if the knight is caught in the blast, then so be it.  
   
  9. TROPHY ROOM  
  Illithid heads decorate the walls of this trophy room, all 
  pointed to gaze lifelessly at an immense, stuffed mind 
  flayer with six tentacles instead of four. Its corpse has 
  been erected into a humiliating posture. The scene is thick 
  with scorn and triumph.  
  All illithid heads are pointed towards the ulitharid. A character 
  that used the scrying wall (Area 6B) will recognize that, like the 
  one in the vision, this one has six tentacles as well.  
   
  10. GOLEM LABORATORY 
  A chisel rings out in the empty halls, chased by the 
  mutterings of a devoted carver. As you peer into this 
  workshop, you spot an older man carving the crystalline 
  skull of a golem.  
  Roleplaying Urlon. The weight of his people's fate is heavy 
  on Urlon's shoulders. He knows his people cannot survive for 
  long under Al'chaia's tyranny but she is the lawful commander 
  of Créche K'liir and he has no means of sacking her. Honor and 
  law demand his obedience, and both would be broken should 
  he seek her death. So, when the adventurers encounter him, a 
  light flashes across his face, as if his prayers have now been 
  answered. He's elated, relieved. Still, deceit and homicide are 
  greasy tools he would rather not touch. Almost squeamish about 
  it, he at first hints at his intentions until finally sucking in a 
  breath and flat-out asking the adventurers to depose of Al'chaia. 
  You can draw on this sample dialogue: 
  
   
  173 
  • "Al'chaia's tyranny must end for the good of the créche, yet I 
  am bound by law, honor and tradition to obey. If only there 
  was some other method to depose her for the good of our  
  people…" 
  • "Would if the gith could be reunited, made stronger together. 
  Such a future can be forged once zealots like Al'chaia are long 
  gone and silenced." 
   
  11. STARDOCK GATE 
  A stone archway is set into the far wall, dimly lit by 
  glowing crimson crystals to its right. You know a portal 
  when you see one, but this one is unlike the Mad Mage's 
  usual design. Before it is a pedestal of similar crimson 
  crystal, and in it, a socket made for a scepter or rod.  
  When the gate is opened, read the following: 
  The portal snaps open, unleashing a thunderous roar as if 
  some foul beast laired behind it—but it is only the air 
  being sucked into the void. Beyond the archway, a new 
  chamber glitters with scales: red scales, dragon scales. An 
  identical pedestal lies on the other side, likewise lit by 
  crimson crystals embedded into the chamber's walls.   
   
  STARDOCK 
  Stardock is, perhaps, the greatest moment in DotMM. When 
  players hash out their typical fantasies, they rarely include 
  space beyond concepts like full moons or aligned stars. Now we 
  get to spring this upon the party in what was advertised as a 
  subterranean dungeon crawl.   
  Hints of the Starry Void. As soon as the party arrives to 
  Stardock, you want to start hinting at the nature of this new lair 
  without fully revealing that they're on an asteroid in outer 
  space. Use any of the hints below, spacing them out accordingly 
  until the party comes to a window. 
  • The gravity is just slightly lighter than Toril's, so read to a 
  weary character, "The creak of your bones, the aches, have 
  been muted, you notice. You've never known any stone that 
  was pleasant and soft to walk upon, but perhaps this lair is 
  enchanted to relieve one's burden?" 
  • "The air tastes stale… Almost recycled, even." 
  • "You instinctively pull out your compass only to find that its 
  needle spins wildly." 
  • If a character is under the effects of detect magic, read to them: 
  "The air is thick with transmutation magic. No matter where 
  you look, you see its cloud, enveloping every void, coating 
  every surface. No motes twinkle here or there; the cloud of 
  magic is uniform and omnipresent, suggesting that this entire 
  lair is under the same spell and the same intensity. Only truly 
  powerful magi could affect such a vast dungeon with but a 
  single spell." 
   
  Showing the Starry Void. When the adventurers first get a 
  view of space, and the planet Toril below, read the following 
  description. It's written for Area 12F but can be adjusted to fit 
  just about anywhere.  
  It's the stars that get you at first, the stars you've seen all 
  your life—but something's different. You creep forward, 
  your lungs tight with worry, but why? What could be so 
  amiss? How could the starlit sky feel so…so wrong? Your 
  feet crunch on coins, but you can hardly hear it. It's as if 
  you're in a trance. 
  You approach the cavemouth and the vastness of space 
  lies out before you, that familiar black tapestry and its 
  glittering diamonds—but below you stretches out a 
  planet: Toril in all its beauty. You know it in your bones, 
  your heart. In the distance, you see asteroids orbiting the 
  planet below. The draft you feel? Just the force of an 
  asteroid hurtling through outer space.  
  You feel sick to your stomach as the vertigo grips at 
  your body and your mind grapples with your cosmic 
  insignificance.   
   
  12. DRAGONS' DOMAIN 
   
  12A. ARCH GATE 
  Once the party enters this chamber properly, read the following: 
  Scales litter the floor, shed by crimson behemoths that 
  plain folk shudder at the very thought of: dragons. You 
  approach very slowly, timidly even, listening for the 
  slither of scale against stone, but you find nothing, hear 
  nothing, see nothing—yet.  
  Halaster remotely causes the gateway to snap close behind the 
  party, giving them no chance to retreat. They find that any rods 
  they brought with them to Stardock will not work on this side—
  more tomfoolery by Halaster. If they protest, he offers no 
  whisper, no taunt—but he's watching very carefully.  
   
  12B. TIAMAT SHRINE 
  Still dreading signs of the leviathans, you creep into a 
  mural-carved chamber. The floor depicts Tiamat, the evil 
  goddess of dragons, her five chromatic heads each roaring 
  gouts of flame and frost and acid. The mural, a pristine 
  work of art, must be at least fifteen feet in diameter.  
  Similar tapestries hang nearby: one depicts Tiamat 
  battling no less than twelve storm giants atop a frozen 
  peak. The other shows her locked into a duel with a 
  bloodied old wizard about whose head circle seven golden 
  canaries.  
  There is piety in these halls—and you can't help but 
  pray that you never meet the devout.  
   
  12C. FALSE HATCHERY 
  Dragon eggs! Your heart leaps and inside you that miserly 
  demon rubs its hands together. Within a molten pool fed 
  by a falling curtain of lava sit six red-speckled dragon 
  eggs, each more valuable than the richest kingdom's 
  treasury.  
   
   
  
   
  174 
  12D. DRAGON HATCHERY 
  As if you could be fooled by false eggs—as if! Feeling 
  warm and a little smug, you look about this hidden 
  hatchery. There in a pool of lava rests one single red-
  speckled egg by its lonesome. Your mind conjures up 
  many a dream: a mountain of gold or a race through the 
  skies—or a kingdom turned to ash by that red leviathan. 
  Greed, wonder, and dread mix together into a sour 
  concoction that leaves you uneasy.   
   
  12E. FALSE HOARD 
  At last you come to the dragons' hoard. Your insides feel 
  as if they're lined with grease. You cannot help but 
  remember the tales of old, of the riches paid tribute to the 
  great leviathans of ancient days. That much is here, piled 
  up without care. Red scales litter the hall and in them 
  sparkle the sheen shed by the piled gold.  
  Twin statues watch over this hoard, carved in a likeness 
  you've never seen or heard of in tome or tale. They lack 
  all familiar frills and horns iconic to the world's known 
  dragons.  
  With a successful DC 16 Intelligence (Investigation) check, a 
  character can determine that the hoard is an illusion.  
  Illusory Wall. As written, one could just look north from the 
  hoard and see yet another hoard in the next chamber. Assume 
  that the northern tunnel ends in an illusory wall (discerned with 
  a DC 16 Intelligence (Investigation) check. 
   
  12F. DRAGONS' HOARD 
  Your feet crunch on the copper and gold coins that litter 
  this chamber, all leading up to a massive hoard of 
  treasure. Around the hall are scattered mounds of gold. 
  The rough-hewn chamber leads both left and right; in the 
  distance, to the left, you hear the soft strums of a lute.  
  If a character disturbs the hoard, they must succeed on an ability 
  check or risk alerting the dragons. If they pluck at a particular 
  object, such as a gem, they must succeed on a DC 18 Dexterity 
  (Sleight of Hand) check or it causes the treasure above to 
  tumble down. Likewise, a character standing on top of the 
  treasure must make an Acrobatics check of the same DC. If the 
  characters make noise or disturb the hoard, they must make a 
  group Dexterity (Stealth) check against the dragons' passive 
  Perception scores (18). 
  Scatter piles of treasure throughout the room; if the dragons 
  are awoken, roll initiative. This gives party members the chance 
  to hide behind treasure mounds. While behind a mound, a 
  character has three-quarters cover. The dragons initially think 
  Jerath, the old blind man in Area 13, may have walked into the 
  hoard. Once, however, they hear his lute and catch a whiff of 
  the party's scent, their suspicion mounts.  
  The Starry Void. A character must stand in the chamber's 
  eastern wing to catch a sight of outer space, but they can also 
  be guided by a draft flowing through the cavemouth. Once they 
  see outward, read the description above (see Showing the Starry 
  Void).  
   
  13. JERATH'S QUARTERS 
  A blind, old coot sits in a lonely chair, strumming at his 
  lute. A silvered greatsword lies nearby; he wears no armor 
  but save for a toothy grin, which he breaks out into at your 
  approach.  
  Jerath is your chance to drop some comedy into this level. He's 
  old, crass, and on pension. He's fond of long-winded tales and 
  takes advantage of sympathy to keep listeners captive. Avoid, 
  however, revealing to the party that they're on an asteroid if they 
  haven't discovered that yet.  
   
  14. INFERNEXUS'S QUARTERS 
  When Infernexus awakens, it's with a smile. Adding his 
  firepower to the party's is certain to tip the scales against 
  Ashtyrranthor. If the party joins forces with him, Infernexus 
  will come in during an encounter with his mother and betray 
  her at the most opportune moment, preferably with a bite to the 
  throat.  
  Roleplaying Infernexus. The drake is a brooding teenager 
  choked with resentment. No other creature has earned more of 
  his ire than Ashtyrranthor. You can draw upon the following 
  sample dialogue:  
  • "No son should languish under his mother's yoke."  
  • "I am no guard dog. Whatever pact Mother has with the gith 
  is hers and hers alone; I cannot be made a signatory by the 
  accident of my blood." 
  • "By what fraternal love am I bound to this brood? Am I meant 
  to sulk on this rock forevermore? Mine is a ripening destiny 
  that I will not be denied."  
   
  16. NURSERY 
  Demonstrate the purpose of Créche K'liir through the nursery. 
  Being confronted by the babes of those that have been trying to 
  kill you for the last hour should also show the adventurers that 
  the githyanki aren't the bad guys in this situation—they're just 
  defending their home and young.   
   
  16A. SLEEPING AREA 
  Crystal cradles float above the smooth-stone floor. 
  Slumbering within them are olive-colored babes. Mobiles 
  spin above each cradle, most decorated with stars and 
  replica mind flayer heads.  
  Unlike in DotMM, if Ashtyrranthor finds the party here, she 
  doesn't attack. Any combat here threatens the sleeping babes, 
  so instead she tracks their movement to a nearby chamber, 
  where she attacks.  
   
  16B. NURSERY GUARDIANS 
  The mission of Créche K'liir is a vital one. It makes total sense 
  that the two githyanki knights stationed here are armed and 
  armored. If they encounter the adventurers, one shouts, "Khas 
  il'adare!" ("May your spirit soar!") to her comrade as the two 
  fight to defend the younglings.   
   
   
   
  
   
  175 
  18. LIBRARY 
   
  18C. READING ROOM 
  By when the adventurers arrive, a githyanki teacher is half-way 
  through Three Burly Gith Gruff, a children's tale about three 
  githyanki brothers that are terrorized by a mind flayer lurking 
  below a bridge that connects the Astral Plane to the Material. 
  She's reading the tale to about two dozen githyanki younglings, 
  ages 4-7 years old.  
   
  20. DOCK 
  Docks thrust out into the vastness of space, decorated as 
  if they were none other than maritime ports on the shores 
  of the planet looming large below.  
  Particularly bookish characters may feel vindicated here as they 
  gaze out at Toril, noticing that Faerûn's shape slightly defies the 
  shores drawn by popular cartographers with whom said bookish 
  characters have always had a beef with.  
  While out on the docks, or studying how sturdy it is, a 
  character that succeeds on a DC 14 Intelligence (Investigation) 
  check realizes that the dock is built along the asteroid's gravity 
  plane—and so anyone can step out and stand on its underside. 
  Special Delivery. While here, the adventurers may see a 
  githyanki astral ship spring into existence. Over the next several 
  minutes, githyanki wheel out babes in floating, crystalline 
  cradles. The infants raise quite the ruckus, drawing the attention 
  of Ashtyrranthor. She does not notice the adventurers, and, if 
  you'd like to strike a comedic tone, she begins to goo-and-gaw 
  over the new babes, saying in Draconic, "Mama Ash won't let 
  anyone hurt you, won't she? She'll devour and roast any fools 
  that make it here alive." This goes on until a githyanki babe 
  vomits on her. She then withdraws with a fanged smile and 
  swipes off the filth before returning to her patrol.  
   
  22. AL'CHAIA'S QUARTERS 
  Such an apartment is fit for none other than the 
  commanding officer of this stellar fortress. Mounted on 
  the walls are thirteen mind flayer heads. Al'chaia herself 
  pores over reports at her lavish desk, her dinner sat upon 
  a silver tray nearby. 
  You immediately smell smoke and look to the corner 
  where a red dragon lies curled up, resting. As your eyes 
  sweep across the four-poster bed, you notice not the 
  glittering onyx chest, but the bed's brand: you recognize 
  it as Charbrel's Secondhand Furnishings from Waterdeep 
  itself! 
  It is as the doomsayers all claimed: aliens do walk 
  among us. 
  Choose one character as the one that recognizes the brand of 
  Al'chaia's bed; they've frequented the store.  
  Roleplaying Al'chaia. Al'chaia's command over the créche 
  was won through underhanded politics. No officer in their right 
  mind would have named her as commander if they knew how 
  much of a tyrant she truly was. You can give her proficiency in 
  Deception to reflect this (a +3 bonus). Her uncontested rule has 
  left her lazy—but now, faced with real foes for the first time, 
  she's razor sharp, falling back on instincts that have not been 
  used for so long.  
  No Lie Detectors. As the Insight skill shouldn't be just a lie 
  detector, if a DC 19 successful check is made, hint at Al'chaia's 
  deception as, "Though she keeps her face straight, Al'chaia's 
  eyes seem to focus on the weakest of you, needling at their 
  defenses, as if she were already planning how best to strike you 
  down if needed."  
  Tactics. Al'chaia and her dragon use these tactics:  
  • Al'chaia, on her first turn, uses a bonus action to psychically 
  hurl her metal chest at a character. The target must make a 
  DC 16 Dexterity saving throw or take 10 (3d6) bludgeoning 
  damage and be knocked back 10 feet.  
  • Also on her first turn, Al'chaia throws open the secret trapdoor 
  to Area 21B and drops in, alerting the ten githyanki warriors 
  resting there. Half are asleep and instantly surprised, losing 
  their first turn in combat. Three leap into battle, even casting 
  jump if necessary to reach the adventurers. Two, however, 
  lean back—they have suffered long under Al'chaia and take 
  it upon themselves to either watch her die or betray her. 
  • Once Al'chaia is out of harm's way, the dragon unleashes her 
  fire breath. If the adventurers chase Al'chaia into Area 21B, 
  the dragon leans down from the trapdoor and spits fire from 
  above.  
  • The freshly awoken warriors use their first turn to reach for 
  their weapons and attack. Two push over a bunk bed on the 
  adventurers. Those in its path must make a DC 13 Dexterity 
  saving throw or be knocked prone. Alternatively, a character 
  can make a DC 13 Strength saving throw to throw their 
  strength against the bunk bed, halting it.  
   
  25. MEMORIAL HALL 
  The walls are carved with what can only be names—
  making this chamber a memorial hall. Inscriptions line 
  both sides of the sole doorway.  
  The inscription on the northern side of the door reads "Uhn dara 
  ma'nakai," which means "Our duty is unending." The other 
  lintel reads, "Uhn ore'ki atum," which means, "Our minds are 
  as one."  
   
  26. KITCHEN 
  Warriors these githyanki may be, but there's no way they have 
  their arms or armor here in the kitchen. They have an AC of 12 
  and fight with improvised weapons, such as kitchen knives and 
  rolling pins, which deal 1d4 damage of the appropriate type. If 
  they spot intruders, the githyanki warriors run to alert those in 
  Area 27 via misty step spells.  
   
   
   
  
   
  176 
  29. PRISON 
   
  29A. EMPTY CELL 
  Use any of the following graffiti for the prison cell: 
  • In Common, "For a good time, teleport to 4182 Ghanishtalil." 
  This is followed by a teleportation sequence. If teleported to, 
  the adventurers wind up at the ruins of an apartment complex 
  in the City of Brass on the Elemental Plane of Fire. 
  • In Dwarvish, "Yer mother's a hamster, y'ken?" 
  • In Common, "Remember: licking doorknobs is illegal on other 
  planets." Next to this is a frowny face with X's for eyes. 
  • In Orcish, "Bork was here. Bork did not enjoy his time. Bork 
  must rate it 2/5 stars." 
  • In Deep Speech, "The end is nigh!" 
  • In Draconic, "We built this city on rocks and rocks." 
  • In a strange language comprehendible only via magic, "I AM 
  LRRR, RULER OF THE PLANET OMICRON PERSEI 8! 
  Your feeble rock shall crumble!"  
  • Six thousand tally marks, each presumably representing a day.  
   
  29B. EZRIA'S CELL 
  Meditating by his lonesome is another gith, but he feels… 
  different. There is no cloud of militant hate hanging about 
  him, but instead calm. His olive skin has been bruised 
  purple and an eyepatch hardly covers an ancient scar 
  marring his face.  
   
  29D. GUARD ROOM 
  The gish here aren't expecting intruders and consider any 
  disturbance to be an unexpected visit from Al'chaia or one of 
  her torturers. They investigate an opened cell with bored 
  disinterest. 
  Tactics. This short battle follows these tatics: 
  • The gish won't fight inside the prison cells (Areas 29A-C), as 
  each chamber is filled with an antimagic zone. They retreat 
  to Area 29D or elsewhere to battle. 
  • On her first turn of combat, Aruut fireballs the party while 
  Yangol casts haste on herself.  
  • After one round of combat, the githyanki flee to Area 30 via 
  the southern door. Their intentions are easily divined, and a 
  character can move to intercept. If their retreat is cut off, they 
  exit to Area 29A instead. 
   
  32. GRADUATION CHAMBER 
  If the adventurers are overpowered but not killed out-right, then 
  Al'chaia or Ashtyrranthor has them brought here to be executed. 
  Each prisoner would be bound by manacles (15 hit points, DC 
  20 Dexterity check to escape, DC 20 Strength check to break, 
  and picked with a successful DC 15 Dexterity check using 
  thieves' tools).  
   
   
  EPILOGUE 
  With the Crystal Labyrinth firmly behind them, the party should 
  advance half-way to 15th level.  
  Cap off your session with one of the send-offs below. Each 
  assume the party entered and left Stardock via the portal and 
  that you'll be running the Matrix event described below for the 
  next chapter of DotMM. Both are devoted to selling Halaster's 
  lie and fooling the party into believing they're actually in 
  Waterdeep.  
  The Matrix. When the adventurers take the portal back to 
  Toril, they seemingly arrive in Waterdeep—but they're actually 
  now in the clutches of Extremiton, the ulitharid of L17. Halaster 
  has orchestrated their capture with a wish spell, teleporting 
  characters into the psipods in Areas 14 and 15, which instantly 
  puts them to sleep and plunges them into Alterdeep. Halaster 
  scrubs away any recollection of these events with spells of 
  modify memory.  
   
  THE STANDARD SEND-OFF 
  With the sharp, curdled cries of the githyanki ringing out 
  behind you, you throw yourselves into a fervor! The 
  portal looms ahead and the rod in your hand begins to 
  glow! You slam it into the pedestal, springing open the 
  portal back to Toril. Knifelike daggers of psionic energy 
  crash into the stone walls, hurled by the githyanki hot on 
  your heels, their rage manifested into psychic power. You 
  hurl yourself into the portal—and the last thing you hear 
  is a dragon roaring its fury into the black void of space 
  itself.  
  When you emerge, the world tilts at ninety degrees and 
  you're hurled upwards through an old well, as if vomited 
  out. You look about and find yourself in the familiar 
  Yawning Portal taproom. Patrons stare at you in hushed 
  amazement.  
   
  THE HOST'S SEND-OFF 
  Add the following to the Standard Send-Off above: 
  As the crowd stares at you blankly, grease dripping off 
  turkey legs and flagons going unfinished, Halaster's voice 
  slips into your minds. He sounds, for once, embarrassed: 
  "Erm, interplanetary travel is a wonky thing, you see, a 
  wonky thing indeed. It's got my whole system fried. I'll be 
  back for you shortly, my contestants! Try not to enjoy the 
  City of Splendors all too much before I return for you!" 
   
   
  
   
  177 
  LEVEL XVII: SEADEEPS 
   
  "You can take the blue potion and forget all this… Or you can take the red potion and usurp this psychic tyrant," - Yrlakka 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  QUICK NOTES 
  • 
  This chapter of the Companion assumes you're running off 
  the hook included in the previous chapter: Halaster put the 
  party to sleep as they returned from Stardock and delivered 
  them to Extremiton's clutches. Thus, they start this level 
  already inside Alterdeep and their progression through the 
  level is inverted, as they must break out of the mind flayers' 
  compound after emerging from the simulation.  
  • 
  Extremiton prefers to roleplay as Durnan, the owner and 
  proprietor of the Yawning Portal tavern.  
  • 
  If Extremiton ever leaves his crystal throne, the Alterdeep 
  simulation ends immediately. However, subjects are still 
  rendered unconscious by the psionic energy of the psipods.  
  • 
  Creatures beside the underground river are deafened; those 
  that fall in must make a DC 15 Strength save or be swept 
  60 feet downstream (or 30 on a success).  
  • 
  Flumphs are telepathic, intelligent and wise collectors of 
  lore, not just random psychic jellyfish! 
  • 
  The githyanki on this level are deployed from Créche K'liir 
  and speak Draconic.   
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • Durnan may have tasked the adventurers with identifying the 
  creature that has been telepathically contacting the citizens of 
  Waterdeep. See Uncover the Telepathic Spy in DotMM.  
  • The adventurers may have glimpsed Extremiton using the 
  scrying wall on L16, A6B. 
  • There may have been enough time for the githyanki to send 
  word of the party to their forces on L17. If Urlon sent this 
  message, the host here may instead be neutral.   
   
  EXTREMITON'S GAME 
  From its crystal throne, Extremiton revels in Alterdeep, the sum 
  of its greatest fantasies. Courtesy of Halaster's wish, several 
  worthy test subjects have been delivered into the simulation. 
  Therefore, the adventurers start L17 already within Alterdeep.  
  Halaster's Game. If you're running the Companion's game 
  show element, this is but another episode of Dungeon of the 
  Mad Mage—and now that the entire Multiverse can see and 
  appreciate Extremiton's genius, the ulitharid's fragile ego has 
  swollen to an unfathomable girth.  
  Extremiton was already warned that it could not keep the 
  party forever, only a fortnight or two. When the adventurers 
  find a way to free themselves, Halaster doesn't lift a finger to 
  put them back inside—although Extremiton can't help but try to 
  hold onto what its been given.  
  Vignettes. Running Alterdeep is a challenge; not only do you 
  need to deceive your players while also dropping hints that 
  they're in a simulation, you must also run an "in-town" episode. 
  Extremiton has no real end-goal for the adventurers, no grand 
  plot besides keeping them in the simulation for as long as it can. 
  Thus, run this simulation in vignettes: let the party trample 
  across Waterdeep, resolving plotlines, taking care of personal 
  errands, and hitting up shops. Seed into this laid-back session 
  vignettes (see below) that can hint at the truth.   
  Dragon Heist. If your party also ran Waterdeep: Dragon 
  Heist, you can throw in characters from that campaign that the 
  party has a relation with. While Extremiton has learned some of 
  these details, it can't get it perfect and the folk the party knows 
  so well will always seem slightly off.  
  Other Subjects. As described in Area 14, there are nine other 
  victims to Extremiton's game. You need only concern yourself 
  with a handful of them. Some are detailed in the vignettes 
  below. The party should run into a few of these characters, who 
  understand that something's just not right about Waterdeep.  
   
  ROLEPLAYING EXTREMITON 
  Extremiton is absolutely fascinated by mortals. Sure, they're 
  cattle to be fed upon, but aren't they so cute? Aren't they 
  hilarious? While its Alterdeep simulation has the benefit of 
  priming the people of Waterdeep for enslavement, the true 
  purpose is that Extremiton just wants to pal around with regular 
  humans and elves, to see for itself how they think and work, to 
  understand their maudlin emotions. Alterdeep is its playground 
  to fulfill the fantasies it's had since it was a tadpole  
  Goals. Extremiton's foremost goal, other than its and the 
  colony's survival, is the Alterdeep experiment. No matter how 
  juicy its new test subjects are, the experiment comes first, even 
  at the cost of their lives and sanity. Knowing they are hardier 
  than its usual cattle, Extremiton uses them as test dummies for 
  more of its wilder experiments. It's also curious to test an illithid 
  invasion to see how mighty adventurers like themselves will act 
  amidst the carnage: if they'll flee, run, how they might best the 
  mind flayers' and their thralls, and so on.   
   
   
   
  
   
  178 
  FLAWS OF THE SIMULATION 
  Extremiton's simulation isn't perfect. As described in DotMM, 
  if confronted with a flaw, the ulitharid tries to correct it or draw 
  attention away from it. The following list represents several of 
  Alterdeep's flaws, which you can present to the party:  
  • Extremiton speaks Common, but not Dwarvish, Elvish, or 
  Infernal. The party find few dwarves, elves, or tieflings in the 
  city. Any character they know that frequently speaks to them 
  in one of these languages instead speaks exclusively in 
  Common—which should come as a surprise.  
  • Errors—"bugs" as Extremiton calls them, though its fellow 
  illithids know not why—sometimes creep up in simulated 
  characters. These bugged individuals may repeat the same 
  lines, walk into walls or other obstacles, or appear catatonic. 
  If you'd like to strike a comedic tone, actual insects appear 
  when these errors occur (e.g., malfunctioning simulated 
  characters become fixated on a nearby beetle). 
  • Every so often, the neothelid in Area 8 rages enough against 
  its prison to send tremors throughout the caverns, loosening 
  stalactites hanging over the underground river. When they 
  fall, they smash into the dynamo's walls, slowing the water 
  flow. This can cause a brief power outage before the illithids 
  psionically destroy or remove the obstruction. During an out-
  age, Alterdeep slows down; its sky darkens and details out-
  side any subjects' immediate notice freeze (e.g., birds freeze 
  in mid-flight until a subject looks at them). This outage does 
  not wake any subjects. Nervous, Extremiton follows up with 
  the subjects as various characters, brushing off the event with 
  phrases like, "The weather's crazy these days!" or "City of 
  Splendors, eh? More like City of Inconvenience!" or "Magic, 
  am I right?" 
   
  HINTS & TIDBITS 
  While running Alterdeep, you need to drop subtle hints that 
  things aren't as they seem. However, going into detail will blow 
  the whole ruse. Instead, drop some of these unassuming lines 
  into your narrations: 
  • "The weather has grown warm as of late," if the campaign is 
  set during the colder months. Likewise, replace with "cool" 
  if the current season is summer.  
  • While the party's navigating the streets or headed to a shop, 
  "You take a familiar street, but as you make the bend, you 
  notice that little bakery you fancied has closed down and been 
  replaced with a cobbler's shop."  
  • "The wind is mighty curious today: you can hear it blowing 
  through the streets, blowing straight past you, but you don't 
  feel it against your skin, nor does it rifle any banners, flags, 
  or tent flaps."  
  • If the party's suspicion is aroused after they interact with a 
  familiar character that seems off, Extremiton panics and tries 
  to paint that character as a doppelganger, instead of risking 
  the entire simulation from being blown. Unfortunately, after 
  the second "doppelganger," it's easy for an adventurer to see 
  through this flimsy ruse.  
   
  INSIDE ALTERDEEP 
  The adventurers start in the Yawning Portal, vomited out from 
  the eponymous pit that drops Undermountain. Read: 
  The world roars as you're vomited out from the sunken 
  tower that gives the Yawning Portal its name. You spill 
  out across the floor, shocking all patrons. A glass slips 
  from someone's hand, shattering on the floor. A game 
  master running Krakens and Coves in the corner pauses 
  his sweeping oratory. All eyes are upon you—until 
  Durnan, that familiar face, shouts, "It's just a bunch of 
  adventurers gettin' spit outta Undermountain. Big whoop! 
  Come off it!" 
  With that, the tavern resumes its busy cacophony. The 
  Mad Mage's voice whispers into your minds, "Enjoy your 
  time on the surface. I've, uh, teleportation networks to fix. 
  I'll be back for you shortly, dearest contestants!" 
  The line from Halaster was specifically recorded for Extremiton 
  by the Mad Mage himself to help sell the lie that the party's back 
  in Waterdeep.  
  What's Next? The sky's the limit for Alterdeep; give the party 
  as much time as they wish to dawdle, mingle, and run amok. 
  While Extremiton plays as Durnan, the adventurers could play 
  cards with other characters or update any of their past quest 
  givers. If the party goes looking for a new quest for Under-
  mountain, they find that all their usual suspects have to offer are 
  rumors to chase throughout Waterdeep, not the dungeon.  
  Law and Order. Remind the party that the City of Splendors 
  is a city of laws, not men. Even such mighty adventurers are 
  expected to obey the law—and in Waterdeep, self-defense is 
  not a valid defense in a court of law for violence or murder. 
  Extremiton, for its part, cares not whether the party escapes the 
  long-arm of the law, but will send the City Watch after them 
  nonetheless. These forces consist of veterans and even mages 
  if need be, all created by the simulation. If you've ever wanted 
  to see your party become wanted fugitives but not have to worry 
  about cleaning up the legal fallout later, now's your chance.  
  Vignettes. After leaving the Yawning Portal, ask the party 
  what they want to do now that they've found some "downtime" 
  on the surface. Let them drive the narrative while you seed the 
  session with vignettes until they realize something is amiss or 
  until you're ready to bring them out of Alterdeep. Here are two 
  sample vignettes: 
   
  MUGGED 
  While going about the streets, a NE bandit by the name of Silas 
  Mark mugs an adventurer. "Gimme your money, punk," he 
  demands, pulling a knife. Once he's received a firm beat-down, 
  Silas is quick to say, "Gimme your clemency, punk." 
  If turned into the City Watch, an officer rewards the party 10 
  gp for apprehending the "Dock Ward Punk-Mugger." 
   
   
   
  
   
  179 
  "THAT FILTHY TONGUE" 
  The party encounters two dwarven subjects, Jarana Hammer-
  stone and Daundarak Steelfist. The dwarves are confused: their 
  kith and kin suddenly won't speak Dwarvish (a language that 
  Extremiton doesn't know). No matter what, their associates only 
  respond in Common. This is especially strange, they say, for an 
  old friend, Melkari, vowed long ago never again to speak "that 
  filthy tongue." 
  Should the party seek out Melkari, Extremiton gets worried, 
  twisting him into a doppelganger to explain away his strange 
  behavior—although that doesn't explain why the other dwarves 
  still speak Common. Extremiton later removes Jarana and 
  Daundarak from the simulation altogether.  
   
  ESCAPING ALTERDEEP 
  How the party escapes Alterdeep is left up to you: by default, 
  only Extremiton or outside intervention can end the simulation. 
  Choose from the following methods or run the storyline below: 
  • Once a character knows for certain that they're in a simulation, 
  they can attempt a DC 23 Intelligence check to mentally free 
  themselves from their shackles, waking up in their psipod. 
  • The githyanki of Area 7 may stage a raid on the compound, 
  freeing the party from their psipods.  
   
  1. THE BLUE POTION OR THE RED POTION 
  When you've had your fill of Alterdeep, you can run this story-
  line to remove the adventurers from the simulation.  
  A group of githzerai, possibly led by Yrlakka from Level 15, 
  remotely infiltrate the simulation to free the captives and end 
  Extremiton's game. Through careful manipulation of their own 
  thoughts, these four githzerai zerths can wade through Alter-
  deep undetected. They seek out the adventurers, taking on a 
  variety of disguises to evade Extremiton's scrutiny, who can't 
  sense them and initially writes them off as bugs in the system. 
  The adventurers themselves might grow suspicious, for the 
  githzerai run into the party multiple times but abort their plan, 
  for they can feel Extremiton turning its attention from other 
  subjects in the simulation back to them. Thus, the party might 
  take note of these strange characters.  
  When contact is finally made with the adventurers, the 
  githzerai manage to momentarily black out the simulation by 
  overloading Extremiton with psychic feedback, blinding it. 
  Knowing that the ulitharid will have the system back up and 
  running soon, they shed their disguises and speak plainly about 
  Alterdeep and how they can free the party. Read the following: 
  An elf opens its mouth but pauses to cast his eyes to the 
  sky: dark clouds roll over the city of Waterdeep. Those 
  around you slow down, fixing their attention to the 
  skyline.  
  Gulping, the elf passes a hand over his face—and his 
  sharp, elven features disappear, replaced by the olive skin 
  of a gith. "We must speak quickly, adventurers, before 
  Extremiton fixes its machine and discovers our sedition." 
  This githzerai zerth is Yrlakka, if he still lives. He witnessed 
  the adventurers' capture (psionically remotely or in person if he 
  accompanied them to L16). He and his zerths believe it their 
  duty to end this foul game.  
  After a brief rebuttal, Yrlakka launches into a monologue 
  lifted straight out of The Matrix. Read the following: 
  The gith swallows; beads of sweat run down his forehead. 
  "Alterdeep is all around us. This world is wool pulled over 
  your eyes; it is a prison that you've been pressed into, a 
  prison that you cannot see, nor smell, nor touch—a prison 
  for your mind." 
  The gith pulls out from its robes two potions, one red 
  and one blue. "Alas, you cannot simply be told of 
  Alterdeep to escape it; you must see it for yourself. Make 
  your choice: you take the blue potion, and you forget all 
  this. You can lead your lives here in Alterdeep, enjoying 
  the rest you so well deserve, until a time when the illithid 
  grows bored or is cut down by its enemies. 
  "Or, you can take the red potion and together we will 
  usurp this psychic tyrant and free all those that are bound 
  in its foul game. The choice is yours; we will not judge. 
  You have earned your respite—but there is no turning 
  back from here. The mind flayer will fix its machine soon 
  and by then we will be just a shadow in your mind."  
  If the party takes the blue potion, the zerths withdraw from 
  Alterdeep, leaving the party to their fate—for now. The party 
  may find other ways of escaping the simulation in their own 
  time—but their memory of this encounter will be wiped away. 
  If the adventurers take a sip from the red potion, they can see 
  Alterdeep for the farce that it is. Read the following: 
  You take a sip of the red potion—and for a moment, 
  nothing happens. Is this a trick? A scam? A con run by a 
  grifter? Is the Mad Mage himself about to appear and 
  shout, "Gotcha!"? 
  Then it hits you—the world shifts to the left by three 
  feet and you can see it as the farce that it is. Everything 
  lies in a haze, a half-translucent haze. Except for the gith 
  and your companions; they alone are solid. They alone are 
  real. Seams run through the world around you, strings of 
  alien characters that make no sense to you, nor ever 
  should. 
  The wool has been lifted from your eyes; this 
  "Alterdeep" has been betrayed and you now are free to 
  decide your own path once again.   
  After taking the red potion, Yrlakka explains the simulation's 
  nature and machinery. He mentions specifically that its master 
  enjoys masquerading as Durnan and is likely at the Yawning 
  Portal right now, watching the other simulation subjects. He 
  suggests that they take the fight directly there before Extremiton 
  learns it's been made and foils their plot. 
  Unfortunately, the adventurers' newfound awareness ripples 
  throughout Alterdeep, raising Extremiton's suspicion. Within 
  the next 10 minutes, Extremiton returns from unclouding the 
  zerths' psychic feedback. Every hour, each adventurer must 
  make a DC 15 Intelligence (Stealth) check to fool Extremiton. 
  Gith characters have advantage on this check. If even a single 
  character fails, Extremiton senses their awareness and plants 
  monsters throughout Alterdeep.   
  True vs. True. Once the party drinks the red potion, they can 
  no longer be harmed by the simulation. Only beings like 
  Extremiton and other creatures hooked up in the psipods, can 
  harm characters that have been awoken.  
   
   
  
   
  180 
  2. THE BATTLE OF THE YAWNING PORTAL 
  Armed with the truth, the adventurers can ride out to confront 
  Extremiton at the Yawning Portal. If they manage to defeat the 
  ulitharid, the simulation falters and short-circuits; all creatures 
  still in the simulation must make a DC 18 Intelligence saving 
  throw or take 36 (8d8) psychic damage. A creature takes half as 
  much damage on a success.  
  Reinforcements. If Extremiton learns that the subjects know 
  the truth about Alterdeep, it orders its brethren to put minions 
  into the simulation (as fake creatures can no longer harm them): 
  up to six orogs, four troglodytes, two duergar, and two mind 
  flayers. These minions obey Extremiton's commands without 
  question. They join it at the Yawning Portal; Extremiton alters 
  their appearances so that they appear like regular patrons. A 
  character can use an action to discern the illusion with a 
  successful DC 15 Intelligence (Investigation) check.   
   
  3. AFTERMATH 
  If Extremiton is slain in Alterdeep, so too is it slain in reality, 
  immediately ending the simulation. The adventurers and any 
  other subjects awaken in their malfunctioning psipods (see 
  Areas 14 & 15). With Extremiton went the head of the snake, 
  leaving the mind flayers in disarray. Run the level as normal, 
  but with an inverted progression path, as the party would start 
  within the compound instead without.  
  The Neothelid. With the illithids in disarray, it's likely that 
  the neothelid (see Area 8) is unleashed. Driven by the scent of 
  other psionic beings, it attacks the githyanki stronghold (Area 
  7), battering down the Qualith-locked doors and squeezing 
  itself through the halls. It's equally likely to attack the mind 
  flayer compound via A16A. The adventurers are sure to cross 
  paths with it, or at least hear the raw carnage it wreaks across 
  Seadeeps.   
   
  AREAS OF NOTE 
  The following areas are of note:  
   
  1. TUNNEL PLEXUS 
  You come to a nexus of tunnels that snake through the 
  damp earth like varicose veins in an elder's body.  
  As the party explores the tunnels, they encounter the flumph 
  corpses. Read the following: 
  Through your damp trek, you come across a creature most 
  strange: a massive jellyfish-like creature whose eyestalks 
  lie closed and whose tendrils have been severed.  
  A DC 14 Intelligence (Arcana) check identifies the creature as 
  a flumph; rare and confined to the Underdark they may be, but 
  their strange existence is well-known as one of the many 
  "wonders" of this world, much like the platypus is in ours.  
   
  3. HALASTER'S MAW  
  As an alternative to an instant infliction of damage, you can 
  have the trap slowly press in, giving victims a chance to react. 
  Roll initiative for the trap, which has a +3 bonus. On its turn, it 
  snaps shut, dealing the 88 (16d10) bludgeoning damage to 
  creatures that fail their DC 17 Dexterity saving throw and half 
  that to those that succeed.   
  If you choose to give the character a chance, read:  
  A trap—you should've known! As you disturb the rubble, 
  the walls groan to life and begin to press in! You can hear 
  the force building up behind those animated walls! In but 
  a moment, they are due to snap close, crushing you into a 
  bloody pulp! 
   
  4. FLUMPH CLOISTER 
  The cavern is thick with a soft, warm energy that 
  envelopes your mind as if it were a cloud of mist. A voice 
  speaks from within your mind, as if it were at home, as it 
  was always there—but this is not the insidious Mad Mage, 
  oh no. This voice speaks with an air of concern: 
  "Hey! Listen! Illithids lurk nearby, as do the githyanki. 
  You should flee this place!"   
  If the adventurers exhibit no threatening behavior, the flumphs 
  descend one by one from the ceiling to greet the party in person.  
  Roleplaying Flumphs. Flumphs are wise and benevolent 
  creatures whose moods are reflected in the soft colors they 
  glow. The flumphs here are sick with worry and thus glow a 
  greyish-blue light. They would be delighted to meet good-
  hearted folk that contrast their evil neighbors.  
  Flumphs are telepathic and thus have full conversations with 
  the adventurers; speak normally and stably to contrast their 
  otherworldly physiology. 
  If the party rests in their cavern, they can expect lessons in 
  philosophy and history as the flumphs gush over their guests. 
  They can offer an Under-mountain secret (from Appendix B of 
  DotMM) and shed light on any mysteries currently intriguing 
  your players, such as Jhesiyra Kestellharp, Halaster's history, or 
  creatures on other levels, such as Level 18's Vanrakdoom 
  cultists. They can also sense the psionic energy reverberating 
  from Shadowdusk Hold on Level 22; the aberrations being 
  contacted or even brought in from the Far Realms leaves them 
  queasy with dread.  
  
   
  181 
  Into the Stronghold. Through the secret door, the party can 
  skip straight into Area 13, deep inside the mind flayers' 
  compound. However, without a means to operate the Qualith 
  door locks, they won't be able to progress any further.   
   
  5. GITHYANKI GRAVE 
  Rivulets of murky water seep in from the ceiling. As you 
  sweep your gaze across the cavern, you spot an alcove—
  and the familiar shape of piled corpses.  
  Carved into the space above the alcove are the words "Uhn dara 
  ma'nakai" in the otherworldly Gith script. It translates to "Our 
  duty is unending." A character under a spell of comprehend 
  languages learns this.  
   
  6. BATTLEGROUND 
   
  6A. CAVE OF CARNAGE 
  You come upon a scene of carnage, a graveyard of battles 
  both old and recent. The floor is strewn with the corpses 
  of ogres, orcs, duergar, trogs, githyanki—and yes, mind 
  flayers. All eight have been decapitated.  
   
  6B. SEVERED HEADS 
  Seven illithid heads, each mounted on a pike, face a door 
  held shut by an alien lock. Their tentacles hang limp and 
  impotent—no doubt a rebuke to their alleged supremacy.  
   
  6C. ONE BRAVE FLUMPH 
  When the adventurers encounter the flumph, read: 
  Floating in an alcove is a strange jellyfish-like creature 
  whose gentle voice reaches deep into your mind: 
  "Well met, I hope." 
  If the adventurers engage the flumph in conversation, add: 
  The creature whispers to you, "Harmless are our kind, yet 
  the githyanki treat us as pests—and eradicate it them as 
  your kind would rats. I mean no harm; we mean no harm 
  and yet we are cut down solely for the accident of our 
  birth."  
  The brave flumph decided to take up a lookout incase the 
  githyanki leave their stronghold; whenever they do, it can sense 
  the change in psychic currents and leaves about two minutes 
  before they do. It then alerts its kin. The githyanki used severed 
  mind flayer heads, animated by magic, to open the locks. 
  Qualith Lock. The flumph is more than willing to open the 
  lock for them, using its tentacles. While the githyanki are less 
  evil than the illithids, the illithids tolerate the flumphs' presence 
  and don't bother to cut them down. To see the githyanki put 
  down would ensure the flumph cloister's continued survival, 
  even if the cloister would rather risk itself to see the mind 
  flayers eradicated.   
  Patrol. While the adventurers are here, a patrol of two 
  githyanki warriors and a githyanki knight are due to leave 
  Area 7 to this area. The flumph warns the party beforehand, 
  who can get the jump on them. If the patrol springs into battle, 
  the knight shouts "Zerashk Guilda!" or "Oblivion awaits!" in 
  Gith. The other githyanki echo the battle cry.  
   
  7. GITHYANKI STRONGHOLD  
  If the adventurers entered Alterdeep as soon as they left 
  Stardock (see Level 16), by when they meet the githyanki, news 
  of the Crystal Labyrinth's disarray should have reached the 
  soldiers here. If not, then the party likely precedes it. How they 
  acted on that level determines how the githyanki react: with 
  fear, with an armistice, or with respect. Adjust accordingly.   
  Roleplaying Githyanki. As described in chapter 16 of the 
  Companion, githyanki are, literally, aliens to Toril and must be 
  roleplayed accordingly. As a psionic people, githyanki tend to 
  never reach for objects, always relying on a psychic mage hand. 
  You can use any of these phrases, ripped from the fictional 
  Khalani language of Starcraft, to simulate the Gith language:  
  • "Ki nala atum!" or "We are as one!" 
  • "Khassar de templari!" or "From order comes justice!" 
  • "Khas il'adare" or "May your spirit soar," often said in support 
  of other warriors.  
  • "Na vazeal!" or "We destroy!" 
  • "Uhn dara ma'nakai" or "Our duty is unending." 
  • "Uhn ore'ki atum" or "Our minds are as one."  
  • "Zerashk Guilda!" or "Oblivion awaits!" The worship of gods 
  is forbidden in githyanki society, so this serves as both as a 
  rallying cry and one's dying words. 
   
  7A. ARCH GATE TO LEVEL 15 
  The githyanki guard this area zealously, for if it fell into the 
  hands of the mind flayers, their thralls could easily circle around 
  the Crystal Labyrinth and attack from both sides. To ensure that 
  their enemies can't easily do so, the githyanki prohibit a six-
  fingered gauntlet from even being kept on this level.  
  The Zerths. The zerths lurk on the other side of the gate. If 
  the party is embroiled in Alterdeep and Yrlakka intends to 
  rescue them, the zerths enter Seadeeps from this gate, having 
  procured a six-fingered gauntlet.  
   
  7C. KNIGHT'S QUARTERS 
  Lit by the light of a lantern, two githyanki knights argue 
  quietly, their dissent like a hive of whispers.  
  When they spot the party, the knights leap to their feet and call 
  their greatswords telekinetically. The blades are leaning against 
  the wall; a character in the path of a sword can use their reaction 
  to snatch at it, making a DC 14 Dexterity saving throw. On a 
  success, they prevent the weapon from reaching its wielder. On 
  a failure, the character takes 3 (1d6) slashing damage. 
  Rather than jumping straight into battle, the knights first try 
  to parley. They'd be surprised if the mind flayers' thralls made 
  it into their stronghold (although they've considered such a 
  possibility before) and therefore assume the adventurers are not 
  agents of their foes.  
  Roleplaying Yaveklar. An old soldier, Yaveklar is too 
  familiar with casualties and loss—but there still lurks cunning 
  in her heart. Draw upon the following sample dialogue: 
  • "We are the shield of Créche K'liir—we cannot afford to fall. 
  They cannot afford us to fall."  
  • "The odds are against us; without reinforcements, we can do 
  nothing but ground the illithids in their compound." 
  • "We cannot throw lives into the red throat of that abattoir." 
   
   
  
   
  182 
  Roleplaying Lashiir. Eager to prove herself and advance, the 
  headstrong Lashiir is quick to act, consequences be damned. 
  Draw upon the following sample dialogue:  
  • "We are the tip of the spear and glory is ours." 
  • "The early roc gets the neothelid." 
  • "The illithids have let grown a neothelid, a feral behemoth that 
  can melt bone and flesh but not brain matter. It must be killed 
  for the good of the world. If we cannot take the fight to the 
  mind flayers, we must slay their monster before it's loose." 
   
  8. OPERATION: EAT THEM ALL 
  The adventurers arrive just in time to see the neothelid's meal 
  be hurled into the area. The chamber also glitters, shedding dim 
  light upon the scene. Read the following: 
  As you creep throughout the dark, you hear the slamming 
  of a stone door and the screams of a man: "No! No! Take 
  me home! Take me home!" 
  Curious, you round the bend, catching sight of a human 
  in a glittering cavern. Crystals shed dim light on the 
  scene—but as you move forward, you slam into an 
  invisible wall of force. You lay your hand upon it, much 
  like a mime, and find that there's no further way forward, 
  but still you watch the man as he roams around the dark… 
  and a massive worm uncoils itself from the center! Its skin 
  glistens with slime and it rears its eyeless head! 
  The human turns about and freezes, his mouth agape—
  just in time for the creature's head to split open like a 
  flower and roar! Its roar shakes the very cavern and from 
  its fanged maw uncoil barbed tongues that seize upon the 
  man—screaming now, screaming as if that amount to 
  anything.  
  As its victim struggles, the massive worm wretches out 
  a bath of acid that reduces the human to slime—and 
  leaving behind, you see, its intact brain. Carefully, the 
  feral creature curls one of its tongues around the organ 
  and swallows it whole.  
  This victim is Ishan Toru's City Watch partner. See A10.   
   
  9. GUARD POST  
  Gathered here are orcs, two ranks deep, each four strong, 
  all babbling, their shields interlocked, their dignity 
  tarnished and their minds rent asunder—and behind them 
  pace those tentacled fiends, the mind flayers. Their 
  telepathic orders bounce off your brain like water 
  crashing on rocks. You make out one meaning from the 
  babble—and realize with horror that the orcs are all 
  murmuring it: "Serve! Serve well! Serve long! Serve! 
  Serve!" 
  The orogs are highly intelligent orcs broken by the cruelty of 
  the illithids. Rows of pikes line the north wall and each orog has 
  one at its feet (+6 to hit, 1d10 +4 piercing damage) that it can 
  pick up.  
  Next Time On… These orogs are likely crewmates from the 
  Scavenger, the spelljamming vessel on L19. Alas, their minds 
  are too broken to do anything but murmur the names "Rukha," 
  "Captain N'ghathrod," and "Scavenger." 
  Tactics. Battle-hardened, the orogs employ the following 
  tactics, backed up by the mind flayers: 
  • The orogs start 5 feet from the door to Area 6B. The front two 
  warriors are armed with greataxes; the two behind them are 
  armed with pikes, allowing all four to attack the same targets. 
  • The third and fourth ranks of orogs hurl javelins up until the 
  front-line defenders fall; they then reach for their own great-
  axes and rush into the brink.  
  • Given their shortage of thralls, the mind flayers take care to 
  preserve the orogs, even wading through the ranks to use a 
  Mind Blast attack on invaders without hitting one. Moving 
  through allies in combat counts as difficult terrain.  
  • Once the frontline falls, the mind flayers join the melee up 
  until being reduced to half their hit points, whereupon they 
  flee to an adjacent area, sealing the door with a Qualith lock. 
   
  10. DETENTION FACILITY  
  You know a prison when you see one. Cells that reek of 
  filth and woe line this chamber, each door fitted with one 
  of those strange, alien locks the illithids are so keen on. 
  Of the ten cells here, only three are occupied: one by a 
  troglodyte, one by a grimlock, and one by a human. 
  The human rouses immediately, brandishing a 
  Waterdhavian City Watch badge. In a weakening but firm 
  voice he growls, "Waterdeep C-W! Open this gods-
  damned door!" 
  As described in Area 8, there was a fourth prisoner until quite 
  recently, a human named Landers Stao. He was taken to be fed 
  to the neothelid.  
  Troglodyte. You can link the trog with the party's past 
  escapades: perhaps it belongs to Gorzil's gang of troglodytes on 
  Level 10, if it's not Gorzil himself. If the party has had any 
  significant contact with a trog in Undermountain, just graft its 
  identity over Glorz's. 
  Roleplaying Ishan. Ishan knows nothing about his alien 
  jailors. Below his stoic façade quavers fear that he can only just 
  silence with the promise of a dignified death.  
  Minutes ago, Ishan's City Watch partner, Landers Stao, was 
  taken away by the illithids. Unbeknownst to Ishan, Landers has 
  been fed to the neothelid. Loyal to the end, Ishan is determined 
  to find Landers before returning to Waterdeep. He can track 
  signs of the man's struggles throughout the compound, up to the 
  door leading to Area 8, although the Qualith lock there blocks 
  his progression.  
  "Ahpok." Within the grimlock's stolen body, an intellect 
  devourer metaphorically rubs its hands together. It's in sore 
  need of fresh entertainment and the party is a ripe opportunity. 
  When it converses with them in Undercommon, read: 
  The grimlock cracks open its toothy maw to smile. "There 
  is a way! A way out from this wretched place! Long 
  before the tentacled-ones came, these caverns belonged to 
  Ahpok's tribe, of which she is the sole survivor! Ahpok 
  knows Undermountain by sound, smell, touch! Free 
  Ahpok and Ahpok will serve! Ahpok will gladly serve! 
  Ahpok is a guide, free and happy, oh yes!"  
   
   
  
   
  183 
  11. HALASTER IS GLOWING 
  You find yourself, of course, face to stony face with your 
  wild patron, the Mad Mage himself, carved from marble. 
  Motes of multicolored lights linger around the statue, 
  which points a stony finger towards an arch gate—one of 
  Halaster's many arcane gates littering Undermountain. 
  The gate here is a simple one to manipulate and so your players 
  are likely to take it to safety, thereby triggering the trap. If you'd 
  really like to mess with your players, have an adventuring party 
  emerge from the gate just to die to prismatic spray in the most 
  visceral manner.  
   
  12. DYNAMO  
   
  12C. CENTRAL HUB 
  When the party reaches this area, they can view the entire 
  dynamo and sense its psionic energy. Read the following: 
  There is a wind in this place that howls not beside your 
  ears but deep within your mind, one that you can hear 
  above the river's roar—and its whispers pitch to a screech 
  as you lay your eyes upon a vast and intricate machine, a 
  turbine powered by the roaring river. It sheds power like 
  a summer heat: omnipresent and humid. Your very mind 
  reels!  
   
  12G. CONTROL ROOM 
  At the heart of this insidious dynamo sits a crystalline 
  throne—and on it, a six-tentacled illithid dressed in 
  flowing robes. The throne sits upon a base of black, alien 
  metal veined with copper wires that snake into the floor, 
  channeling power that hums and thrums. Your brain, your 
  very brain, tickles. 
  Behind the illithid stretches a crystal screen that depicts 
  the Yawning Portal of Waterdeep, a place you're well 
  acquainted with. A clump of rowdy patrons toss a table, 
  shattering their glasses, provoking a scolding from 
  Durnan, the proprietor.  
  How the narration continues is determined by how the party 
  enter this chamber for the first time; if they aren't in the 
  simulation, but Extremiton is, "Durnan" is busy shouting at 
  rowdy patrons in Alterdeep. The characters will notice that the 
  illithid's mouth moves silently when Durnan shouts.  
   
  13. BACK DOOR 
  Expect a much shorter time on this level if the party enters the 
  illithid compound via this route, rather than cut their way in 
  from the front. You can draw some of the orogs from Area 9 to 
  fill out this room.  
  Inverted Route. If the party starts this level inside Alterdeep, 
  this path is the quickest way to escape the illithid compound.  
   
  14. PSIPOD NEXUS I  
  The following description makes no mention of the mind 
  flayers normally found in this room; they can enter while the 
  players are here, noisily coming from another chamber. To 
  avoid detection, the party might slip inside the psipods—thus 
  rendering themselves prone to Extremiton and its foul game.  
  You could have gone your life without seeing this 
  mockery of life and science: coffin-sized bronze cylinders 
  cradle sleeping men and women who shift restlessly, as if 
  lost in a dream. Each coffin is coated in a thin residue, a 
  slime that seems to undulate on its own.  
  If the party instead started the level in Alterdeep, or are 
  emerging from it, read the following: 
  With a sudden jolt you awaken from the dream, bolting 
  upright only to smack your forehead against a crystalline 
  lid. It leaves a foul-smelling residue against your skin. All 
  around you hums the psychic power of this machine, 
  plucking at your mind as if it were a harp.  
  Blinking yourself back from that surreal experience, 
  you study your surroundings: your coffin is a cylinder 
  from which copper wires snake into the floor. There are 
  others like you in stasis, trapped in other cylinders. Their 
  eyes flit as they too wrestle with the dream of 
  "Waterdeep."  
  What foul sorcery is this? 
   
  15. PSIPOD NEXUS II 
  Borrow from the description written for Area 14; the four mind 
  flayers can enter this room afterwards, possibly provoking the 
  adventurers into hiding inside a psipod, and thus trapping them 
  in Alterdeep.   
   
  16. OLD DWARVEN HALLS 
   
  16A. NORTH GUARD POST 
  That these duergar have had their brains implanted into metal 
  scorpions deserves to be appreciated fully. Lift the restriction 
  on their ability to speak. Once alerted, they shout curses and 
  insults in Dwarvish:  
  • "Yer mother's nothin' but an ogre and yer father stunk of elder-
  berries, I tell ye!" 
  • "I din't know surface-folk could be s'thinned-skin!" 
  • "Me brain's in a jar, an' I can still score a lass quicker than ye, 
  ye fallow, olive-lipped maypole!"  
  • (When it inflicts damage) "Oh, ya gon' cry now, are ya?" 
   
  16B. SOUTH GUARD POST 
  As described in DotMM, the duergar here have had their minds 
  broken. They've lost all sense of personal identity and, when 
  engaged in combat, all eight shout "For the colony!" at once.  
   
  16B. PSIONIC FORCE GENERATOR 
  You come upon a most sordid thing: two mind flayers 
  gripping a crystalline pedestal above which floats a fist-
  sized diamond. Their eyes are shut in concentration and 
  their bodies strain with the force of whatever it is they're 
  channeling.  
   
  17. CRUMBLING BRIDGE 
  Over the roaring river spans a crumbling bridge of stone. 
  With but a glance, you can see it for the death trap that it 
  is. 
   
   
  
   
  184 
  EPILOGUE 
  With Seadeeps behind them, the party can only look forward to 
  the last six levels of Undermountain.  
  Cap off your session with one of the send-offs below. Both 
  are written to assume that the party started the level inside 
  Alterdeep and emerged from the simulation—although how 
  long has passed since they entered is up to you.  
  L18. To mirror Wyllowwood, the path to Vanrakdoom has 
  been rewritten. Instead of winding through caverns and winding 
  up at the cult's sanctum, the way leads the party through a dead 
  forest. As it will be described in the Companion's next chapter, 
  the cultists are turning a subterranean forest made by Halaster 
  into a section of the Shadowfell. Thus, their trek is through 
  these Deadwoods. 
   
  THE STANDARD SEND-OFF 
  The mind is but a playground and never is it a pretty place, 
  not when you dig too deep. What sort of monster trafficks 
  in that surreal place? What sort of monster dares to hook 
  up innocents to a shared dream? You've done well for the 
  City of Waterdeep by putting down that illithid—for who 
  knows how far such a scheme could reach, how large a 
  machine it could make, how many could be trapped in its 
  playground?  
  You've done well—for now. As you look to the bowels 
  of the earth, you know there are worse horrors left by the 
  Mad Mage.  
   
  THE HOST'S SEND-OFF 
  As you leave this surreal playground behind you, the Mad 
  Mage shouts in your ear: 
  "It's for the best that you put Extremiton down before 
  we incurred a cease-and-desist letter," the Mad Mage tells 
  you. "Its machine strayed dangerously close to realms that 
  no mortal can dare tackle, much less appeal to.  
  "Beyond this place, in the bowels of my mountain, lies 
  your next challenge: Vanrakdoom. Were you not my 
  favored play-things, I would insist—beg—you turn back, 
  but alas, for you, my pretties, there is but one direction 
  and it is down. Down you go, into the final chapters of our 
  game." 
  Upon hearing "Vanrakdoom," the adventurers should have 
  alarm bells ringing in their heads, for such a suffix marks the 
  lair of a lich. If the party doesn't grasp this, call for a DC 14 
  Intelligence (Arcana) check and inform them of this fact.  
   
   
   
   
  
   
  185 
  LEVEL XVIII: VANRAKDOOM 
   
  "You were fools to come here! To leave the love you once had!" - Umbraxakar 
   
  QUICK NOTES 
  • 
  Vanrakdoom is an especially lethal level. Winnowed by 
  vampire bites, harangued by shadows, and opposed by a 
  vampire cleric and a shadow dragon, the adventurers are 
  likely to die here. The Companion holds that it's perfectly 
  normal for the party to perish or retreat; in the case of the 
  latter, retreating to L19 would be advisable, as it continues 
  the campaign without the party slamming themselves head-
  first into a wall. The party can lick their wounds and return 
  later to tackle Vanrakdoom again.  
  • 
  Vampires and their spawn can instantly grapple a target hit 
  by their Claw attack! It takes an action to break this grapple 
  via a Strength (Athletics) check! 
  • 
  The various trinkets of Umbraxakar's past that can be found 
  across the dungeon are vital to redeeming him. They can 
  be found in Areas 5, 8, 15, and 17. 
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • The Save the Dragon quest (see details below). 
  • Midna Tauberth of the Fine Fellows of Daggerford (see L2) 
  was a priestess of Shar. If she is alive, you can add her here 
  as a vampire spawn of Keresta's.  
   
  SAVE THE DRAGON 
  This level hinges on the history of Umbraxakar and his possible 
  redemption. Alas, if the adventurers haven't had time to return 
  to Waterdeep, they might never receive the Save the Dragon 
  quest. It's better that the party enters Vanrakdoom knowing 
  some of its history than not. Thus, the Companion suggests a 
  simple fix: take Portia Dzuth, the prisoner in Area 25B, and 
  move her into the Deadwood—an area added outside the lair by 
  the Companion. See "Approaching Vanrakdoom" in Areas of 
  Note for further details.  
  The Deadwood. Before Halaster created Wyllow-wood for 
  his dearest companion, the Mad Mage first made this forest. 
  Alas, neglect has allowed the cult of Shar poison it with the 
  Shadowfell's taint. When the party reaches Level 18, they begin 
  in the Dead-wood and are subjected to the Shadowfell's effects.   
  Portia Dzuth. The prisoner has been released from the 
  dungeon by the mercy of Glyster—the last flicker of the 
  dragon's old self. It's for this reason that Portia believes 
  Umbraxakar can be redeemed. She acts as the party's quest 
  giver, informing them of the dragon's and dungeon's history, 
  which she learned from House Moonstar of Waterdeep when 
  hired a month ago.  
  In this variant, Portia has not yet been charmed by Keresta, 
  but is still poisoned by the Shadowfell's despair. As a later twist, 
  you can still have her charmed; during battle Keresta commands 
  her to betray her newfound allies. Already charmed, the warrior 
  immediately turns on the party.  
  Additionally, Portia informs the party of the cult's looming 
  attack on Waterdeep. Confronted with this information, the 
  party must decide whether they will attack the Cult of Shar now, 
  thwart their attack later, or leave them to their own devices. 
  Without this vital information, there's little weight to their 
  decision to invade such a deadly sanctum.   
   
  THE DRAGON'S VISIONS 
  The visions included on this level are an excellent method of 
  storytelling. Rather than unloading a heap of exposition on your 
  party, the players experience the past with their very eyes. 
  However, they're likely to be experienced out of order—which 
  is part of the fun, for what else is the purpose of exploration but 
  to be rewarded with lore and loot?  
  Chronologically, the visions occur in this order:  
  1. Best of Friends (see Area 4) 
  2. In the Black Jungles (see Area 5). Add the ring from Area 5 
  to whichever area the party is currently in, if presented in order.  
  3. The Calling Dark (see Area 8). Add the sunblade from Area 
  8 to the area the party is currently in, if presented in order. 
  4. Turn Back from this Dark Path! (see Area 19) 
  5. What They Deserve (see Area 17) 
  6. Drunk My Fill (see Area 15) 
  7. Redemption by Blade (see Area 22) 
   
  In A10, cultists are busy tethering another of Umbraxakar's 
  memories to the Shadowfell. If they succeed, another vision is 
  forged, depicting Glyster's anguished transformation into a 
  shadow dragon—a dark metamorphosis he willingly embraced 
  for the sake of his dear friend Vanrak. In the chronological 
  order, this one would occur between Turn Back from this Dark 
  Path and What They Deserve.  
   
   
   
  
   
  186 
  AREAS OF NOTE 
  The following areas are of note:  
   
  AREAS IN SUMMARY 
  This nonlinear level can be a nightmare to keep track of. Refer 
  to the table below. Unlisted areas are unnoteworthy, or do not 
  beg your attention until visited. Areas 19-33 lie within the 
  Shadowfell. 
   
  THROUGH THE DEADWOOD 
  The Companion adds a dead, subterranean forest to this level as 
  a preamble to Vanrakdoom, created long ago as a test-run for 
  Wyllowwood by the Mad Mage. When Shar's cult pulled it into 
  the Shadowfell, most beasts fled; those that didn't were 
  corrupted. For his part, Halaster just shrugged and continued to 
  watch on, intrigued with the cult's experiment.  
  The Deadwood serves a number of functions:  
  • It acts as a buffer between Seadeeps and Vanrakdoom. 
  • It gives the party time to lick their wounds and explore. If they 
  retreat from Vanrakdoom, they can rest here.  
  • It exposes the party to Shadowfell Despair and demonstrates 
  this level's nature and inhabitants.  
   
  The party ought to wander through the Deadwood for at least 
  36 hours. Its skeletal trees and choking mists fill winding 
  caverns that stretch for miles. Like Wyllowwood above, it is 
  painted with a sun and sky that sheds real warmth—or would, 
  if the Shadowfell had not turned it into a dismal, cold forest 
  whose canopy of dead limbs blots out the overcast sky. It's 
  choked by fog, making it easy to get turned around. Likewise, 
  as the party will soon learn, this Deadwood is not without its 
  own fauna—and all are touched by the Shadowfell, if not 
  already natives of it.  
   
  DEADWOOD PROPERTIES 
  The Deadwood is always under the following effects: 
  • The forest is dimly lit where the canopy is thin and in darkness 
  where it is not. 
  • Fog lightly obscures the forest. Occasionally, trains of thick 
  fog roil in, heavily obscuring 1d4 30-foot-areas.   
  • Omnipresent dread can be felt as if it were humidity.  
  • Colors seem dimmed, if not outright muted.   
  • Characters can succumb to Shadowfell Despair.  
   
  Occasionally, these effects intensify, as the waves of the 
  Shadowfell crash against the shores of the true Material Plane. 
  This lasts for 1d4 x 1d10 minutes before abating.  
   
  RANDOM SHADOWFELL ENCOUNTERS 
  Random encounters haven't had a chance to shine since the 
  upper reaches of Undermountain. Now's the time to add it back 
  into your campaign, but drawing from some of the more 
  esoteric monsters found only in the Shadowfell. Every 12 hours, 
  roll a d20. On a roll of 18-20, the party is confronted with a 
  random encounter, as determined by the table above. 
  Possible encounters are described below: 
  Dragon Shadow. Umbraxakar flies overhead, his wings like 
  thunder in the oppressive silence. In two rounds, he passes 
  above the party, on his way back to Vanrakdoom. If he detects 
  them, he unleashes his shadow breath weapon upon them but 
  continues to the lair. 
   
  AREAS IN SUMMARY 
  Area Contents 
  Area Contents 
  4 Dragon's Vision 
  17 Dragon's Vision 
  5 Dragon's Vision 
  18 Trap (DC 17 Con) 
  6 Gate to L6 
  19 Dragon's Vision 
  7 Vampire Spawn 
  22 Dragon's Vision 
  8 
  Dragon's Vision, sun blade 
  25 Vampire spawn, Portia 
  10 Shadow assassins 
  26 Keresta (Vampire)  
  11 To Level 19 
  28 Shadow assassins 
  12 Vampire spawn 
  30 Shortcut to Area 31 
  13 Vampire spawn 
  31 Keresta's Tomb 
  15 Dragon's Vision 
  32 Umbraxakar 
  16 Gate to L15 
  33 Treasure 
   
  RANDOM SHADOWFELL ENCOUNTERS 
  d10 Encounter 
  1 The Angry (Sorrowsworn) 
  2-4 Shadar-kai 
  5 The Lost (Sorrowsworn) 
  6 The Hungry (Sorrowsworn) 
  7-9 2d4+4 The Wretched (Sorrowsworn) 
  10 Dragon Shadow 
   
  Shadar-kai. These withered elves, minions of the mysterious 
  Raven Queen, have found themselves lost in Undermountain. 
  Led by the gloom weaver, Rinnrasiel, she and her 1d4 shadow 
  dancers seek only answers as to where they are and how to 
  return to the Shadowfell proper. Alternatively, the inscrutable 
  Raven Queen has laid claim to one of the adventurers' souls, in 
  which case they attack.    
  Sorrowsworn. Manifestations of the Shadowfell's deleterious 
  nature, these abominations are detailed in Mordenkainen's 
  Tome of Foes.  
   
  PRISONER OF DARKNESS 
  Under the Companion, Portia Dzuth, the prisoner in Area 25B, 
  can be encountered in the Deadwood. In a moment of mercy, 
  Umbraxakar released her from the dungeons of Vanrakdoom—
  and thus, she believes that the dragon can still be redeemed. She 
  can act as a guide, quest giver, and ally to the party. 
  When the party encounters Portia, she's unarmored and 
  unarmed, having been deposited by Umbraxakar deep in the 
  Deadwood. She considers meeting the party a godsend. Read: 
  Out from the gray brush comes a weak cry, "Please… 
  Drained, please help me." Your eyes fall upon the thin 
  figure of a woman lingering behind a skeletal tree. Her 
  robes are torn; thorns cling to the fabric. Her feet are red 
  and muddy and most color has been drained from her face. 
  She's far too thin and haggard.  
  "Please, shelter—and a sword, I beg you. They'll be 
  after me soon; Keresta never lets a bauble out of her 
  grasp."  
  Roleplaying Portia. Weakened by blood loss, the once-
  mighty adventurer is a shadow of herself. She never rolls up her 
  sleeves, so as to keep the vampires' bite marks hidden from 
  onlookers. Like in DotMM, she's succumbed to Shadowfell 
  Despair and has been consumed by dread that manifests in the 
  following flaw: "I'm convinced that I'm going to die in Vanrak-
  doom." 
  
   
  187 
  Portia is quick to relay the following information to the party 
  and knows nothing more: 
  • She and her comrades were hired by Lady Wylynd Moonstar 
  to find the dragon Glyster—now Umbraxakar—and restore 
  him to his former self.  
  • Umbraxakar, an old friend to House Moonstar, has been 
  corrupted into a shadow dragon by the Cult of Shar. She 
  believes a fragment of good still lingers in his heart, 
  evidenced by his mercy in releasing her from Vanrak-doom.   
  • This level of Undermountain is populated by the Cult of Shar, 
  goddess of darkness and loss. They're performing "dark 
  rituals" that have mired the dungeon with dread and bounding 
  shadows. Its ranks consist of humans and vampire spawn, led 
  by Keresta Delvingstone, a cleric who rewards her followers 
  with vampirism.   
  • The cult is plotting an attack on Waterdeep's temples, but 
  Portia knows not which ones or when.  
  • If given food, warmth, rest, and a sword, she will fight 
  alongside the party to complete her quest.  
   
  CULTISTS! 
  Some time after the party has met Portia—just long enough to 
  rest and restore her to health, but before they reach Vanrak-
  doom—cultists sent by Keresta find the party. The vampire is 
  furious that Portia has slipped through her fingers.  
  They consist of 1d6 cultists, 1d4 cult fanatics and a vampire 
  spawn by the name of Hraskal, a former adventurer. Hraskal 
  fights to the death, but surviving cultists are quick to yield. They 
  corroborate all of Portia's information if questioned and can 
  provide brief descriptions of the dungeon's layout, as well as 
  explain purpose of the cult's rituals: to anchor the dragon's 
  memories to the Shadowfell and pull more of Vanrakdoom into 
  that deleterious plane.  
   
  1. ENTRANCE 
  The description below assumes that the Deadwood is utilized at 
  your table. Adjust accordingly. When the adventurers enter 
  Vanrakdoom, read the following: 
  After far too long in those dead woods, you come upon 
  doors carved from black marble. Out from each looms a 
  chiseled, hooded maiden clutching a dagger. Upon the left 
  door lies an inscription, recessed into the stone: 
  "DARKNESS QUENCH 
  THE SUN;" on the other, 
  "DARKNESS SWALLOW THE MOON."  
  As you read, the stone itself shifts to bear one last 
  phrase, this time etched in ivory: "WE ARE NOTHING BUT 
  THE NIGHT." 
  With the world pregnant with silence and dread, you 
  move to push the doors open—but your hand falls 
  through, as if they were made of nothing but black air.   
  Characters that pass through the nonsolid door can see the 
  rough-hewn tunnels that snake into Vanrakdoom proper.  
   
  2. DUSTY EMPTINESS 
  While in this chamber, the first Shadowfell shift (see DotMM) 
  should occur, as the room is empty. If the first shift occurred in 
  a room with décor, the adventurers will just instead suspect that 
  the décor was responsible.  
  Silence—there's 
  only 
  silence 
  here, 
  heavy 
  and 
  omnipresent like the fog that clings to your waist. Not 
  even your steps upon the stone are enough to pierce that 
  mute canopy. It's almost as if the dungeon itself would 
  rather slumber or wallow in the gloom.  
  Further you go, dread building up at the base of your 
  spine—like a beast that can sense the coming earthquake. 
  As you look about, you feel an invisible wave push past 
  your ankles—and as it withdraws back into that unseen 
  ocean, all the color in the room fades away, becoming 
  only gray. 
  The shift lasts 1d4 minutes. A character can make a DC 18 
  Intelligence (Arcana) check to identify this as the phenomena 
  of a shadow crossing—a leak from the Shadowfell.  
   
  3. STATUE OF SHAR 
  Amidst the fog stands a statue of black marble, carved in 
  the likeness of a cloaked woman wielding twin daggers. 
  Before her kneels a black-robed figure, supplicant and 
  silent. At the figure's feet are the bones of skeletons, 
  barely discernible in the fog that cloaks this place.  
   
   
   
  SHADOWFELL DESPAIR 
  A melancholic atmosphere pervades the Shadowfell. Forays to this 
  plane can afflict characters with despair. 
  When you deem it appropriate, though usually not more than once 
  a day, you can require a character not native to the Shadowfell to 
  make a DC 10 Wisdom saving throw. On a failure, they're affected 
  by despair. Roll a d6 to determine the effects from the results below.  
  If a character is already suffering a despair effect and fails another 
  saving throw, the new effect overrides the old. After finishing a long 
  rest, a character can attempt to overcome their despair with a DC 15 
  Wisdom saving throw. On a success, the despair effect ends. A spell 
  of calm emotions removes the despair, as does any spell or magical 
  effect that removes a curse.  
  1-3: Apathy. The character has disadvantage on death saves and 
  initiative checks. They gain the flaw "I don't believe I can make a 
  difference to anyone or anything." 
  4-5: Dread. The character suffers disadvantage on all saving throws. 
  They gain the flaw "I am convinced that this place is going to kill 
  me." 
  6: Madness. The character has disadvantage on ability checks and 
  saving throws that use Int., Wis., or Charisma. They gain the flaw 
  "I can't tell what's real anymore."  
  
   
  188 
  4. OLD FRIENDS 
  Fog and gloom choke the chamber whose walls were once 
  lined with magnificent tapestries that have since been 
  shredded. Tatters lie heaped in a corner, some depicting 
  coastal scenes. 
  As you wade through the mist, a vision consumes your 
  mind: your eyes fall upon a windy cliff overlooking the 
  rough seas. A noble dressed in adventuring attire turns to 
  you and murmurs, "I cannot mount this expedition 
  without you, Glyster. The Black Jungles teem with 
  horrors no man can face alone." 
  The noble lays a hand on your shoulder. In his eyes, you 
  see yourself: a regal gentleman whose eyes are the color 
  of freshly worked bronze and whose countenance is 
  creased by frequent smiles. You offer a grin to the 
  nobleman who asks, "We are the best of friends, Glyster, 
  are we not?" 
  You, this "Glyster," nod. "Aye, Vanrak," comes his 
  voice from your throat. "Aye. Until the end of our days, 
  you and I. You and I against the world." 
  The nobleman shares his own smile. "May Selûne 
  watch over us and this expedition. To Chult we go. 
  Together, as always." 
  The scene fades away as your mind reels back into the 
  gloom of this place, the contrast of friendship and 
  darkness stark in your very heart.  
   
  5. UMBRAXAKAR'S GIFT 
  This chamber is decorated with bas-relief carvings of 
  human skeletons—a macabre furnishing indeed. As you 
  wade through that clinging mist, a vision grips your mind! 
  Your eyes fall upon a jungle steeped in shadow. At a 
  campfire sit several men and women, their expeditionary 
  gear heaped at their feet. Tents loom like leathern peaks 
  over the barren jungle floor. You face a nobleman whose 
  leather gear is wet with mud and bristling with captured 
  thornbuds. Your hand creeps out from your coat as you 
  hand him a polished coral ring. 
  "A token," you say. Your voice is solid but strange. 
  "…of our friendship, Vanrak." 
  The nobleman cradles the ring and slips it on his finger. 
  It glimmers with a rainbow of color. "I will treasure this 
  gift forever," Vanrak says, his smile shining in the 
  firelight. 
  With that, the vision ends. Your mind is hurled back to 
  the gloom of this wretched place.  
   
  7. HALLS OF WORSHIP 
   
  7A. CRAWLING RATS 
  As the adventurers approach this chamber, they're sure to hear 
  the cultists' chanting and the squealing rats. When they reach 
  the area, read the following: 
  The scene is lit by violet flames that burn from black wax. 
  Six cultists kneel together, chanting a single phrase: 
  "Darkness quench the sun. Darkness swallow the moon. 
  We are nothing but the night." 
  Amidst them is a man draped in rats. Dozens crawl 
  across his flesh, roaming across his body as if it were a 
  virgin countryside. His arms are outstretched, T-posed, 
  his brow furrowed as he endures whatever macabre test of 
  devotion this must surely be. 
  "Darkness…" he grunts over the squeal of rats, "quench 
  the sun. Darkness swallow… the moon." 
  Shadowfell shifts should happen rapidly here, each lasting a 
  few seconds.  
   
  8. SCINTILMORN'S REST 
  The fog envelopes you and drapes your mind in a misty 
  wreath. You experience a vision! 
  The world is black with darkness. Neither stars nor 
  moons hang over the sky. Your boots echo out across 
  throne as your voice shouts, "This is madness, Vanrak! 
  Madness!" 
  A nobleman looms out of the gloom, whirling to face 
  you, his eyes brimming with madness. He levels at you a 
  longsword whose blade is made of pure sunlight. His 
  voice is like shattered glass: "What have we to gear from 
  darkness, you and I, Glyster? Undermountain is where we 
  belong! It calls to us—can you not hear it?" 
  Waving his luminous blade about like a lunatic, he 
  continues, "Together we shall see the Moonstar name 
  elevated to glorious heights my father couldn't dream of! 
  Waterdeep will shudder at the very sound of it!"  
  The last you see is the waving sunlight shed from that 
  sword as the mists sweep in to pull you back to the 
  present.  
   
  9. SHADOW VIGIL 
  Hardly heard above the legion squeal of rats are cultish 
  chants sang in a low intonation and judicious 
  pronunciation, as if their tongues dare not leave any stone 
  unturned: "Darkness quench the sun. Darkness swallow 
  the moon. Darkness claim this dungeon and all that dwell 
  within." 
  The dread is thick here, a miasmic mist that kisses at 
  your arms and cheeks, lapping against the shores of your 
  mind as lazily but persistent as the tide. 
  Multiple Shadowfell shifts should occur here, hinting at the 
  work being done in Area 10.  
   
   
   
  
   
  189 
  10. RITUAL CHAMBER 
  Unity is a powerful force indeed—for gathered here are 
  both brothers and sisters, all petitioning the cosmos in a 
  single, solid voice: "Darkness quench the sun. Darkness 
  swallow the moon. Darkness claim this dungeon and all 
  that dwell within." 
  Their ritual is about to bear foul fruit: a cloud of fog 
  roils at the chamber's heart. Black lines arc through the 
  ivory cloud like lightning—and in it dance images of a 
  dragon, bronze and glorious, writhing in pain as cloaked 
  figures darken its scales with foul magic. Its anguished 
  cries echo out from the fog, out across the chamber, all 
  while the cultists pray to the darkness they so desperately 
  crave.   
  Tactics. Any combat here will be short and bloody; against 
  such mighty adventurers, the cult fanatics can only hope to 
  score lucky shots. They employ the following tactics in combat: 
  • Once a cult fanatic falls, becoming a shadow assassin, the 
  remaining cult fanatics buff it with spells of shield of faith 
  and the like.  
  • The first fanatic to act casts hold person on any target they 
  perceive as weak-willed.  
  • The second fanatic casts spiritual weapon, preferring to attack 
  a target that succumbed to hold person.  
  • The third fanatic casts command as a 2nd level spell, 
  demanding that its two targets "flee" or "retreat." 
  • The fourth fanatic casts inflict wounds as a 2nd level spell, 
  preferring a target that succumbed to hold person. 
   
  11. TUNNELS AND CAVERNS 
  For once, the Companion doesn't suggest contriving a barrier to 
  the next level—for Vanrakdoom is as deadly as it comes. If the 
  party wants to retreat to Level 19, let them.  
  Should the adventurers flee this place, it won't be they who 
  pay the price but Waterdeep instead—specifically the temples 
  of Selûne and Lathander's most devout. As described above, the 
  cult's plot must be learned by the party by now, so as to add 
  weight to their decision to thwart the cult now or let them be.   
   
  15. SHATTERED THRONE 
  As you gaze across the ruined chamber, a vision slips its 
  way into your brain, rooting itself behind your eyes. 
  When you blink, the chamber is pristine, glorious. Not 
  yet has that proud throne been reduced to rubble—and 
  slumped within it is a skeletal lord with crimson pinpricks 
  that burn in his empty eye sockets.  
  "Is this it?" the skeletal lord ponders. "Is this to be my 
  legacy? The legacy of the 'great' Vanrak Moonstar? A 
  shadow king damned to rule these moonless halls, fending 
  off assassins, mad wizards, and ghosts of the ancient 
  dead? Is this all that Lady Shar has to offer?" 
  Your voice calls out, "Do not lose yourself, Vanrak—" 
  The skeletal lord bats at the air, casting away the entire 
  world. "No… I have drunk my fill of darkness and loss, 
  old friend." 
  With that, the vision slips away from you.   
  17. LOST DWARVEN HORN 
  Out from the choking mists loom iron hooks set into the 
  walls. Once decorated with portraits, they lie barren, 
  forgotten, red with rust and neglect. Hanging from a hook 
  is a golden war horn encrusted with rubies and sapphires. 
  As your eyes make out that gilded horn, your mind reels 
  back with a vision of the past. Gone are you from this 
  cramped chamber and instead in a great hall buttressed by 
  six columns. Stone-hewn steps climb to a dais whose far 
  wall is flanked with marble black statues, one carved in 
  the likeness of a cloaked woman wielding a dagger—and 
  the other in the visage of the Mad Mage himself. The two 
  statues glare at one another as if they were mortal 
  enemies.  
  You look about, noticing that your immense body is 
  scaled and clawed. A hollow voice calls out from the dark, 
  "Give these fools the death they deserve, Umbraxakar!" 
  You look out: bound to each column is a blindfolded 
  prisoner, six in all, all weeping, all whimpering before 
  their doom. Sucking in a breath, you unleash a blast of 
  shadow that swallows the nearest prisoner—a dwarf. As 
  his body withers away, a shadow rises from his corpse, 
  bowing to the dark. With that bow comes the present, 
  delivering you from the wretched past.   
  The character that experiences this vision can make a DC 17 
  Intelligence (Religion) check to identify the cloaked statue as a 
  depiction of Shar. The party may wonder what sort of beef the 
  Mad Mage apparently has with the goddess.  
   
  19. HALL OF DEATH 
  Beyond that shadowed curtain lies a gloomy hall 
  decorated with the bones of the dead and gone. As you 
  step over the threshold, a wave pushes past your body as 
  if you just now dove into a black sea. The world drains 
  away, colorless and forlorn, as dark and foreboding as the 
  depths of the lightless earth. 
  Make no mistake: you've gone from your world to 
  another, this one empty and wanting. A world without 
  light, without warmth, and certainly without hope. It is 
  hollow—and so too are you, as if your very being has 
  been cheapened by crossing this planar threshold—as if 
  there is a part of you you'll never get back. You know it 
  deep in your bones this merciless truth: things will never 
  be the same again.  
   
   
   
  
   
  190 
  DRAGON'S VISION 
  When a character experiences the vision of the past, read:  
  The world quivers as a vision swamps over your fragile 
  mind! In it, you're locked in a vicious brawl against a 
  warrior dressed in a mithral chain shirt. His fist slams 
  against your jaw, but you repay him in kind, flattening 
  him against the tiled floor.  
  "Vanrak!" you cry, disgusted by this violence and eager 
  to see it resolved. "Cease this madness!" 
  The warrior stumbles to his feet and reaches for a 
  bladeless hilt. With an arcane word whispered from his 
  lips, a blade of pure sunlight bursts forward. "Remember 
  this, drake? Your gift to me? Challenge me again, and I'll 
  carve out that big heart of yours and eat it!"  
  Your body twists and enlarges, becoming draconic in 
  nature. Your perspective elevates as you look down at 
  Vanrak, your comrade, your brother. "Vanrak!" you cry 
  again. "I'm your friend! Listen to me—listen! She's using 
  the pain of your father's death to lead you down the 
  darkest of all paths! For the love of Selûne, turn away 
  from Shar!" 
  With that impassioned plea, shadows surge in to devour 
  your world and return you to the present.  
   
  22. UNDER BLACK SHEETS 
  Figures loom out from the dark, draped in black sheets. 
  As you pull away a sheet, your mind is gripped by a vision 
  that hurls you back to the dark days of the past. 
  You stand before a knight draped in a mithral chain 
  shirt, that legendary metal. In his gauntleted hand is the 
  hilt of a bladeless sword. His voice is grave and deepened 
  by sorrow. "This," he tells you, mournfully, "is not the 
  fate either of us deserved. In darkness, we have lost our 
  way." 
  With an uttered arcane word, sunlight springs forth 
  from the sword's hilt, shedding its golden light across the 
  chamber. The knight, you now see, is a corpse. His face 
  is but bone and his eyes burn with a fire that sheds no 
  light. Likewise, you now see your own form: draconic 
  claws peel at the stone floor; your scales are the color of 
  pregnant shadows.  
  "I will always love you, my friend," the death knight 
  murmurs. "You and I against the world, remember? You 
  and I… I'm sorry, Glyster." 
  Before you can act, the death knight drives the sunblade 
  into his own throat, reducing him to dust. The blade snuffs 
  out and clatters to the floor—provoking from your throat 
  an anguished roar that shakes the very foundation of this 
  wretched place and sends your mind back to the present.  
   
  25. PRISONER OF DARKNESS 
  As described in the preamble, Portia Dzuth has been removed 
  from this area to the Deadwood to act as a quest giver for the 
  party. See Through the Deadwood for more details.   
   
  26. VAMPIRE BOSS 
  At last you come upon the dark heart of the Cult of Shar: 
  amidst two massive columns lies a wooden table carpeted 
  with maps—and studying them is a pale woman tattooed 
  with a colorless dragon. Behind her looms a furred 
  behemoth, a yeti, imposing and abominable.  
  The woman gives you a colorless smile. "The Lady of 
  Loss whispered of this day. Welcome, heroes! Welcome 
  to your well-deserved end. All will fall before the 
  Shadow!"  
  When the adventurers first enter this area, the nine vampire 
  spawn laying beneath the fog must make Dexterity (Stealth) 
  checks to remain hidden.  
  Roleplaying Keresta. As with all other vampires, undeath has 
  scoured away anything good in Keresta's heart. Not even her 
  devotion to Shar can bring her warmth, although it does fill her 
  with pride—that can only be satisfied at the expense of others. 
  Haughty and imperious, she expects to be obeyed by all; 
  disrespect sends her flying into a rage. Only when mortally 
  wounded does her pride abate long enough for her to flee. Draw 
  on any of the following sample dialogue: 
  • "I was like you once, driven by thoughts of fame and fortune—
  but I have since found a higher calling." 
  • "The Lady of Loss has brought you here to become her 
  greatest champions—my champions." 
  • "The Shadow will consume this world!" 
  • "Hope is a fool's errand."  
   
  THE YETI IN THE ROOM 
  Look, we don't need to question why Keresta has a yeti at her 
  disposal—it's Undermountain, after all—but here are some 
  contrived explanations: 
  • It is a creature with only the statistics of an abominable yeti, 
  perhaps crafted from the flesh of exsanguinated victims or a 
  creature from Shar's midnight realm.  
  • The yeti predates Vanrakdoom; long-lived and humble, it 
  accepted Vanrak as the new master of the dungeon… or saw 
  him as the latest tenant.  
  • The yeti hails from an entirely different world; it was to be 
  sold by the crew of the spelljammer spaceship on Level 19. 
  When they crashed into Undermountain, the yeti got free and 
  made its way into Vanrakdoom.   
   
  DOOM OF A LENGTHY CAMPAIGN 
  Keresta is haughty indeed, but she's no fool—and so aren't you, 
  the DM. With an abominable yeti, nine vampire spawn, and 
  possibly a champion (Portia, if she's still charmed), this is the 
  deadliest fight the party will have faced in Undermountain. The 
  action economy alone will dwarf even a large party—which 
  probably clocks in at six members at most.  
  Unless the party uses subterfuge and has a source of sunlight, 
  they're likely to perish here and now. To have Halaster rescue 
  them would be a cop-out, however, so the Companion offers 
  some suggestions: 
  • Keresta offers vampirism to the adventurers willing to serve 
  her. They must prove their devotion first by aiding the attack 
  on the temples of Lathander and Selûne.   
  • Pit the party on a collision course to face Umbraxakar first—
  if they're already armed with the knowledge on how to 
  redeem him. With him on their side, the odds will be evened 
  out.  
  
   
  191 
  • Reduce the number of vampire spawn to four. If the party 
  was accosted by packs of spawn in Area 12, just subtract the 
  1d4+2 from the nine here.  
   
  TACTICS 
  The party is facing quite the fight; streamline your side of 
  combat with the following tactics. 
  Keresta. On her turns, Keresta uses the following tactics. She 
  shows no mercy against invaders. "LA" refers to her Legendary 
  Actions. 
  • As a vampire, Keresta is a glass cannon lacking ranged 
  attacks. Until she's fully buffed (see below), she sticks to the 
  walls or ceilings, out of reach of melee fighters. Thereafter, 
  she wades into combat as an opportunist. She comes into 
  melee on her turn but exits without provoking opportunity via 
  her Move LA.  
  • Even when wounded, Keresta, in her pride, believes she has 
  the upper hand—until her forces dwindle. It's only if the party 
  ostensibly have a source of sunlight that she begins to fear for 
  her life. If so, she retreats at half her hit points, turning into 
  mist to retreat to A31 via A32. She stays there to regenerate 
  hit points until she's ready to fight again. If her minions are 
  defeated in the meantime, she flees, hiding in the most remote 
  places of Vanrakdoom; she can rebuild her cult later.  
  • If wounded and stranded between melee foes, she casts antilife 
  shell to hedge them out and avoid their melee weapons (reach 
  weapons can bypass the barrier).  
  • Keresta can still dish out damage while using her turns' actions 
  to cast spells. She makes frequent use of her Claw or Bite LA, 
  but always keeps one charge for a Move LA, just in case.  
  • Keresta reserves her 4th level spell slots to deal with foes at 
  range by dropping blights on them.  
  • On her first turn, Keresta keeps her distance and casts death 
  ward on herself. If Portia Dzuth is present and already 
  charmed, she orders the champion to betray the adventurers 
  (no action required).   
  • On her second turn, Keresta casts spiritual weapon using a 
  bonus action, sending it into the thick of the party. It takes the 
  form of Shar's dagger. With her action, she uses her Children 
  of the Night ability to summon 3d6 giant centipedes.  
  • On her third turn, Keresta wades into the melee and casts spirit 
  guardians if she's not already concentrating on a spell. If she 
  is, she casts destructive wave instead.  
   
  Allies. On their turns, Keresta's minions follow these tactics: 
  • The yeti charges forward, wading deep into the party to act as 
  the frontliner. On its first turn, it tries to capture as many foes 
  as possible in its Cold Breath. On its second turn, it uses its 
  Chilling Gaze on a vulnerable target and follows up with its 
  Claw attacks. Remember that it is a size of Huge.  
  • The giant centipedes surge forward against low-AC foes in an 
  attempt to paralyze with their Bite attack. Otherwise, they 
  take the Help action to give advantage to other creatures' 
  attacks.  
  • The vampire spawn swarm the adventurers with wild abandon 
  and block their path to Keresta. They make frequent use of 
  their Spider Climb trait to go around the party and harry the 
  flanks, if they don't just climb over the yeti itself.  
  • Portia Dzuth sides with Keresta if she's still charmed. On her 
  first turn, she squares off with the party's most formidable 
  warrior. She blows through all of her abilities as soon as 
  possible, such as her Second Wind ability.  
  32. UMBRAXAKAR'S LAIR 
  Like Area 26, this encounter is hilariously deadly. Four CR 9 
  shadow assassins and eleven shadows, backed up by a shadow 
  dragon? Without sunlight, the party is as good as dead; even 
  with it, few can expect to survive the Strength-draining attacks 
  of the shadows. Consider reducing the number of shadows here 
  if your party lacks these tools.  
  When the party arrives, launch into the following speech: 
  You know in your very bones that this was a place no 
  mortal ought to tread. The darkness here is smothering, 
  tyrannical. It clings to your sides, snakes its way into your 
  throat and lays primal dread in your very stomach. You 
  really are nothing more than an up-jumped lizard scared 
  witless by that which lurks in the dark. 
  And it slithers. In that inky blackness slithers a 
  leviathan, its scales rasping against the stones. The 
  courage in your heart has bled out on the floor and there 
  is only terror left—you try to fight it, to cling to hope and 
  steel, but this dark world has beaten such light out of you. 
  And it speaks, this darkness. Its voice is midnight 
  hanging over dead woods. It speaks and you listen, the 
  doomed prey lucky enough to hear its own inevitable 
  doom: 
  "You know as well as I," the leviathan rasps, "that this 
  place will be your grave. I have sensed you since you first 
  stepped foot into my domain. Upon the shoulder of the 
  Shadowfell, I lay in gloom… 
  "Join me." 
  Umbraxakar punctuates those last two words without malice 
  but misery; it is the defeated cry of one who can't ever feel 
  whole, regardless of how many sycophants they manage to 
  surround themselves with—for, in the end, those guests are just 
  as hollow as him.  
  Roleplaying Umbraxakar. No dragon should go without 
  lines, so draw on the following dialogue:  
  • "You were fools to come here! To leave the love you once 
  had!" 
  • "Misery is the currency of our realm! May you die rich!" 
  • "If only you had turned back… If only." 
  • "I am the shadow on the moon! I am your end!" 
   
   
   
  
   
  192 
  THE DRAGON REDEEMED 
  If the party successfully redeems Glyster, read: 
  Moonlight ripples across the dragon's scales as you 
  remind it of the life it once had, the friendship it enjoyed, 
  the memories made and the victories won! You remind 
  him of all that is good and right and worthwhile in the 
  world—a different world than this deleterious plane!  
  Heaving a sigh of relief, the dragon claws at the stone, 
  as if releasing every toxin left in its body. The darkness 
  slips from his scales, evaporating as shadows that shriek 
  and snarl with disappointment, curling up as smoke. By 
  the gods, it's almost done—almost is Glyster redeemed! 
  With his every shiver, color surges back into the world, 
  banishing the Shadowfell's dismal taint to the pit whence 
  it came! 
  The dragon shivers, wretches, vomiting out a blood-
  streaked curd of solid shadows across the stone floor. You 
  watch with rapt horror as the mass moves on its own 
  accord—a black placenta that slimes its way across the 
  chamber.  
  "I…" the dragon sighs. "I… feel once again! By the 
  grace of Selûne… I am forgiven—and at last I can forgive 
  myself! It was by no fault of mine that my dearest Vanrak 
  fell to darkness! It was by his own hand that he sought 
  redemption—and so too do I! I am alive! Alive! Begone 
  Shar, goddess of loss! Begone shadow-mine! Begone!" 
  With a mighty roar, Glyster lances the shadows with a 
  gout of lightning! That mass shrieks and flails as if 
  alive—but in mere moments, all that's left on the floors of 
  Vanrakdoom is a scorch mark. "Come," says the drake, 
  "let us purge this dungeon of the darkness and all who 
  dwell within it!" 
  If Umbraxakar is redeemed, eliminate all remaining shadows 
  and shadow assassins in Vanrakdoom.  
   
  EPILOGUE 
  Vanrakdoom is undoubtedly Undermountain's deadliest level. 
  This very well could be the end of your campaign. Should the 
  adventurers triumph, they should gain enough experience to 
  advance half-way to 16th level.  
  Unlike previous levels, there is no send-off for Vanrakdoom, 
  only silence by the narrator, be it you or Halaster. Let the gloom 
  of the Shadowfell and its oppressive silence be the send-off to 
  Vanrak-doom, which may have witnessed the retreat, doom, or 
  success of the party.  
  Attacks on Waterdeep. If the party fails to cripple or vanquish 
  the Cult of Shar, Keresta Delvingstone follows through on her 
  plot to assassinate key priests of the temples of Lathander and 
  Selûne in Waterdeep. If the adventurers return to the surface 
  with this news, the right authorities can prepare themselves. If 
  they don't, they learn of these ghastly terrorist attacks when next 
  they visit Waterdeep.  
   
   
   
  
   
  193 
  LEVEL XIX: CAVERNS OF OOZE 
   
  The cosmos are vast indeed, its secrets and resources ours for the taking…" - Halaster 
   
  QUICK NOTES 
  • 
  Nothing on this level is serious. The Companion intends to 
  make it as ridiculous as possible.  
  • 
  Nothing prohibits the party from quickly advancing to the 
  next level of Undermountain; in fact, they're encouraged to 
  do so by the genies on this level. Thus, they should be 
  introduced to both genies their first time on this level, as 
  well as random encounters. You should aim to leave this 
  level by the end of one session.  
  • 
  The genies cannot leave their respective areas even if the 
  party gives its rival the phylactery. However, you can lift 
  this restriction to facilitate vengeful attacks on the party. 
  See Special Events under Areas of Note for details.  
  • 
  Gargoyles, present in Area 9, cannot be harmed by non-
  magical attacks from non-adamantine weapons. 
  • 
  It goes without saying that the genies on this level cannot 
  grant wishes to the party. However, they're certain to imply 
  to the adventurers that they can, in return for a certain lich's 
  phylactery…   
  • 
  Area 10 is deceivingly deadly; if a creature falls prey to the 
  culvert, they will drown in ooze as they're swept up in the 
  ooze-river's current.  
  • 
  If your party is lost and aimless on this level, direct Urm, 
  the mud mephit in Area 4, to them. It can deliver them to 
  both the genies, who give the party the quest to retrieve 
  Ezzat's phylactery from Level 20.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • On L10, the party may have come across altars and statues 
  dedicated to Ghaunadaur, the drow god of oozes and other 
  slimy creatures.  
  • As described in Halaster's Game supplement, the Mad Mage 
  is fond of announcing this episode's sponsor to the audience. 
  The adventurers may have heard the following Transplanar 
  Advertisement: "This episode of Dungeon of the Mad Mage 
  is brought to you by the Ghaunadaur ooze-clerics of 
  Undermountain: fhinala-pekta-een-een-pa-pha! Paaa-pha! 
  The Church of Ghaunadaur is not responsible for any caustic 
  burns, mutations, or reduction to jelly matter that will 
  definitely occur during or after baptism."  
  • On L16, the adventurers may have been confronted with proof 
  that there are spacefaring species living out across the 
  cosmos; that there is life among the stars. If they encounter 
  Scavenger, you cement this fact.   
  • The illithids of L17 have a host of orogs under their control; 
  while it's never confirmed in DotMM, it's likely they were all 
  survivors of the Scavenger's crash and Captain N'ghathrod's 
  starved betrayal.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HALASTER'S GAME 
  As an immortal magus of great power, Halaster has found 
  himself acting as other higher beings do. Sure, he could take the 
  fight to the lich Ezzat himself, but such a task is beneath him. 
  Like deities and feylords, Halaster has a game of cat-and-mouse 
  to play. That's where the adventurers come in—and, if you play 
  Halaster as the archetypal game show host of Dungeon of the 
  Mad Mage, he knows it'll make great TV.  
  Level 19 excels as a short chapter sandwiched between two 
  dangerous levels of Undermountain. After Vanrakdoom, the 
  adventurers (and players) will need a breather. The party can 
  run through this level passively, perhaps only facing the oozes 
  and orogs scattered across the caverns.  
  The Chessmaster. The Mad Mage, for his part, is surprisingly 
  silent on this level. He relies on Urm, the mud mephit in Area 
  4, to push his pawns to Level 20. He should, for once, keep his 
  distance from the party as they entertain offers from the genies.  
  A Rock & A Hard Place. The party must pick their poison if 
  they agree to the genies' terms. Of the two, Ichthyglug the marid 
  is surely the gentler patron to spurn, for it lacks the minions that 
  its rival has. In contrast, Jarûk is sadistic and cruel. It's backed 
  up by minions that can go where it cannot. 
   
  MAXIMUM ABSURDITY 
  The Caverns of Ooze are already absurd, but it's time to dial that 
  up to eleven. Since the genies already sing, we might as well 
  play some… copyrighted songs throughout the level. Adjust the 
  campaign to better fit a song, such as changing the name of the 
  orog Rukha (see A2) to Gaston for the sake of the song. Other-
  wise, simply ignore any discrepancies the music may offer.  
  Several songs are suggested throughout the level with this 
  variant, which can be found online. Play them at the terrible risk 
  of summoning the ghost of Walt Disney.   
  Knot in the Weave. Spacefaring individuals (such as the 
  pirates from The Scavenger) are especially vulnerable to the 
  Knot in the Weave, the very force that drove Halaster insane. 
  Continued exposure has planted seeds of madness in the crew, 
  who now sing just as the genies on this floor do. Or that's how 
  you can rationalize it, anyway.  
   
   
   
  
   
  194 
  AREAS OF NOTE 
  The following areas are of note:  
   
  "RANDOM" ENCOUNTERS 
  The Caverns of Ooze are large but empty. The party should face 
  the encounters outlined in DotMM, but with added narrative.  
   
  HUGE GRAY OOZE 
  The ooze is best encountered in the tunnel to Level 18. It slides 
  in from A13. Halaster telepathically announces, "This episode 
  of Dungeon of the Mad Mage is brought to you by the 
  Ghaunadaur ooze-clerics of Undermountain: fhinala-pekta-
  een-een-pa-pha! Paaa-pha! The Church of Ghaunadaur is not 
  responsible for any caustic burns, mutations, or reduction to 
  jelly matter that will definitely occur during or after baptism." 
  The ooze has swallowed 1d4+4 willing Ghaunadaur cultists, 
  who are slowly being dissolved. These masochists, however, 
  consider it a trial imposed by their deity. While in the ooze, they 
  are considered restrained. Likewise, they're unarmed and 
  unable to attack. They're simply along for the ride and shout 
  insane gibberings held dear by the Church of Ghaunadaur: 
  • "Pekta-een… Pekta-eeeeen!" 
  • "Come on in; the water's pekta-een."  
  • "It's all pekta-een in here, my man." 
  • "Life has many doors, Ed-boy!"  
  • "Surf's always up with Ghaunadaur."  
  • "Join us! Free baklenal on Tuesdays!"  
  • "I am one with the ooze; the ooze is with me. One with the 
  ooze, the ooze is with me." (When one cultist says this, the 
  nearest cultist immediately adds, "He is one with the ooze; 
  the ooze is with us. He is one with me; the ooze is with us." 
   
  INTELLIGENT BLACK PUDDINGS 
  Make the most of the puddings, who can harangue the party 
  throughout the caverns. They should attack at least twice, 
  preferably as the adventurers leave a genie's territory and while 
  near The Scavenger. 
  Maximum Absurdity. If the black puddings hope to return to 
  their true forms, the song Human Again from Beauty and the 
  Beast would be perfect. At your table, you may see fit to make 
  that change to invoke this variant. Otherwise, the songs Circle 
  of Life or Hakuna Matata from Lion King serve to express the 
  oozes' jubilance. Per this variant, they can still speak, despite 
  being turned into oozelings.  
   
  SPACE OROGS 
  The space orogs are best encountered along the banks of the 
  ooze river, such as in Area 3B, 4, and 5A. They must take care 
  to avoid provoking the genies' wrath and thus won't pursue prey 
  into those territories.  
  Maximum Absurdity. Driven insane by hunger and the Knot 
  in the Weave, the orogs sing as they fight. In particular, they 
  sing Can You Feel the Love Tonight from Lion King.  
   
  1. THE RESPLENDENT GROTTO… 
  As the adventurers descend into L19, they should encounter the 
  huge gray ooze described in "Random" Encounters above.  
   
  1C. ICHTHYGLUG'S CAVERN 
  The air is warm, humid. It clings to your flesh as the scent 
  of the sea overwhelms your senses. Melodic music brings 
  you back to better days, days on the beach and in the surf.  
  As you round the bend and approach the cavern's heart, 
  an enchanting voice booms, "Welcome to my grotto!"  
  That's when you see it swimming in a pool of 
  shimmering water: a piscine creature dressed in flowing 
  robes whose cuffs are embroidered with illustrious pearls. 
  You know what you're looking at; the legends have never 
  failed you before. It's a genie, a genie here and in the flesh.  
  Continue with Ichthyglug's song once you finish with the text 
  above.  
  Music. By ignoring DotMM's specification that the music 
  playing is harp music, you can use any of the following songs 
  at your table:   
  • The opening to Legend of Zelda: Ocarina of Time 
  • Two Steps from Hell's Colin Frake 
  • Two Steps From Hell's Legend of Velkee 
  • Two Steps From Hell's Nightwood (seriously, the entire album 
  is amazing).  
   
  Roleplaying Ichthyglug. The marid is as covetous as the rest 
  of its kin; it's truly a shame that these new, marvelous baubles 
  (the party) must be sent away to retrieve Ezzat's phylactery, as 
  Ichthyglug would like nothing more than to keep them around 
  as trophies and trinkets. Still, the marid is kind and full of mirth, 
  and fond of tranquil music. Whether the party agrees to fetch 
  Ezzat's phylactery, Ichthyglug allows them to rest in its cavern, 
  offering the "freshest of refreshments" (which is water drawn 
  from its native plane). Ichthyglug can also be fleshed out with 
  the following sample dialogue: 
  • "You must take care, for the lich Ezzat is a master of magic. 
  A handful of heroes like yourself have fallen prey to his dark 
  spells and I have wept each and every time. Should you fall… 
  I will weep for you as well." 
  • "No doubt the mephit will lead you to Jarûk, that ground-
  hugging dao, if its minions do not deliver you first to its sandy 
  doorstep. Tread carefully, for the dao are greed-manifest. 
  Trust not its offers, for a usurer never lends money it has no 
  intention of reaping interest on." 
  • "…afterwards, you may join me in my coral palace in the 
  depths of the Plane of Water. Together we can enjoy such 
  lavish luxuries like olives, perfume, flayed eels, music, and 
  the like. You can check out at any time, though you can't ever 
  leave…" 
  • "The ooze that so superfluously fills these caverns comes from 
  the Swamp of Oblivion: the border between the pristine Plane 
  of Water and that muddy realm that is the Plane of Earth. It 
  is a dismal place, an affront to the very senses! I mean, can 
  you imagine it! Purest water tainted by soil and earth and 
  conceit!" 
   
   
   
  
   
  195 
  Maximum Absurdity. If using this variant, play the song 
  Hawaiian Rollercoaster Ride from the film Lilo & Stitch and 
  use it to voice Ichthyglug's desire to return home. Under the Sea 
  from The Little Mermaid is also a fitting song to describe the 
  Plane of Water's mystical beauty.  
  Ichthyglug's Quest. When the genie propositions the 
  adventurers to retrieve Ezzat's phylactery, he of course does it 
  in song. Read the following, while keeping in mind that the 
  author of the Companion is as tone-deaf as they come.  
  I've been pressed into service! 
  Can't you help me so? 
  Below here lairs a lich, 
  Did ya happen to know? 
   
  See the Mad Mage… he's got a grudge! 
  That lich has got to go! 
  Ezzat's his name, a real mean fella! 
  Oh, can't you help me so? 
   
  Venture there for me! 
  Return with his phylactery! 
  I'll reward you, I swear! 
  Loot beyond satisfactory! 
   
  So, what say you, pal? 
  You reap what you sow, 
  Riches can be yours! 
  Oh, won't you help me so? 
   
  2. SPACE OROGS 
  Unlike DotMM, the space orogs should be hostile but hesitant 
  to attack the party. Rukha has more to gain by treating with the 
  outsiders at first, namely in the form of rations. Meanwhile, her 
  men circle around the party to attack if they prove less than 
  generous.  
  Roleplaying Rukha. Rukha speaks Common—or rather, a 
  strange dialect of it spoken by spacefarers. Her companions 
  follow suit. When she first interacts with the party, it never even 
  occurs to Rukha that they might not know of space travel and it 
  would shock her to learn otherwise. Calm, civil, and level-
  headed, she may surprise adventurers with an unkind opinion 
  of the average orc. You can draw upon any of the following 
  sample dialogue to help shape the story she feeds the party: 
  • "We were laying low in the planet's orbit, far outside the eyes 
  of Johnny Law, when a portal opened up before the ship. Our 
  captain saw it as a boon—and fearing that the constables were 
  on our tail, we took it. All readings suggested we'd end up on 
  the edge of the solar system. Instead, we crashed in this 
  dismal cavern." 
  • "Much of our crew hails from Wheeled H'catha, farthest orb 
  from the sun. Nothing on this earth or the next will convince 
  me to go back; I'd rather die a brigand than live under a 
  beholder's lash."  
  • "Captain's an illithid. One of the good ones, I suppose. Or was, 
  before he started to starve. When he ran out of pickled brains, 
  he turned on us. Look, I know a rabid dog can't help but bite, 
  but I don't have to just give it an arm. We high-tailed it outta 
  there."  
  • "Without the spelljamming helm, our craft's dead in the water. 
  When we crashed, some old-timer flashed into the Bridge, 
  snatched it, and disappeared as fast as he came in. Saw it 
  m'self, an' I'll remember his fearsome battle cry 'til the end of 
  my days: 'Yoink!'" 
  • "You don't know what a spelljamming helm is? What are you, 
  straight primitive? The helm is a high-backed ornate chair 
  attuned to the very stars. A magus sat upon it can traverse a 
  million miles in a matter of hours." 
   
  Maximum Absurdity. With this variant, the song Gaston 
  from Beauty and the Beast should be played as the adventurers 
  overhear a conversation between the orogs in which they praise 
  Rukha (or "Gaston" if you see fit to change her name) prior to 
  their arrival.  
   
  3. OOZE THERE? 
   
  3A. THE GREAT OOZE MARCH 
  The ooze meanders in a lazy river throughout these 
  stinking caverns. As you tread upon its banks, the surface 
  ripples! You instinctively ready for another peculiar 
  confrontation—but the ooze has other plans. It coalesces 
  into a conga line of strange, geometric beings: modrons.  
  These modrons, however, are not native to that distant 
  plane of Mechanus. Forged from ooze, they clasp their 
  hands upon each other's sharp-angled shoulders in 
  brotherly love. They march onward, making little 
  progress against the ooze-river's current, but still they sing 
  in camaraderie: 
  "The modrons go marching one by one, huzzah, huzzah. 
  The modrons go marching one by one, huzzah! Huzzah! 
  The modrons go marching one by one! The little one stops 
  to share a pun, and they all go marching on! 
  "The modrons go marching two by two, huzzah, 
  huzzah. The modrons go marching two by two, huzzah! 
  Huzzah! The modrons go marching two by two! The 
  simple ones stops to tune its axiomatic-mind lest it defy 
  its basic programming—and they all go marching on!"  
  If left unchecked, this song reaches thirty-six before the ooze-
  modrons collapse back into goo.  
   
  4. THE WEEPING EYE 
  The ooze-river's tide is strongest here, and you can see 
  why: the river begins not from deep underground, but 
  from a floating orb of murky slime that weeps ooze into 
  the cavern. It floats above the tide, two armlengths in 
  diameter.  
  When the adventurers reach the "M" on the map, read: 
  You sweep your gaze across the fetid river, catching sight 
  of ripples that originate from the bank. You squint, 
  making out the shape of an imp made of mud. It's 
  absentmindedly poking the surface of the ooze with a 
  stick. 
  Urm is bored to tears; if it wasn't already compelled by a geas 
  spell to see Halaster's quest fulfilled, it'd approach the party 
  itself, flying above the river if not diving into its foul depths.  
   
   
  
   
  196 
  Roleplaying Urm. Urm belongs on a farm—which is what 
  the Swamp of Oblivion is most like among the Inner Planes. It 
  starts just about every sentence with "boy" or "lemme tell ya." 
  It's an ungrateful being, prone to blaming others for its woes. 
  You can draw on any of the sample dialogue to share its tale: 
  • "Boy, lemme tell ya a tale. There I was, minding my own 
  business in the Swamp-'Blivion, when a sorta flood swept me 
  out and into the Material Plane. Suddenly, I'm pressed into 
  service by some old man by his gods-damned geas spell, 
  forced t'be messenger and punchin' bag to two genies, both 
  of 'em held up to some bargain with the same magus that 
  bound me. Neither can hold a tune. I'm Urm, by the way." 
  • "Per my geas, I'm to act as messenger 'tween the genies bound 
  here. Mostly I'm sent to spirit along insults." 
  • "The dao roosts in that direction. Name's Jarûk. Lives in a 
  sandpit, tended to by living boulders and gargoyles. Cruel as 
  the rest of its kin, no matter how civil a smile it wears."  
  • "Ichthyglug 'the Volum-nous' as it calls itself, is a marid lairin' 
  in the grotto thatta-way. Loves flattery more than anythin' 
  else, but don't you dare enter its pool." 
  • "Neither Jarûk or Ichthyglug can leave their d'mains. They're 
  bound there by the same magic of the magus as I am. 'Til they 
  get some lich's phy-lak-to-ree, they cain't return to the 
  Elemental Planes. Way I see it, they's desperate." 
   
  6. CAVE WITH A VIEW 
  As you trudge through ankle-deep ooze in another 
  otherwise nondescript cavern, you spot a gargantuan 
  cuttlefish through a gap in the wall. 
  You're so distracted by this oddity that you trip and fall 
  into the muck. But when you clear the ooze from your 
  eyes, that fish is still there—an utterly massive cuttlefish 
  stranded in Undermountain. As you peer through the 
  gloom, agog and confused, you make out finer details: the 
  oddity is actually an entire vessel carved to resemble a 
  cuttlefish. Its eyes are portholes and iron rivets line its 
  sides. There are no sails, no oars, but you're certain it's a 
  ship of some kind—which begs the question: what sort of 
  moron models a vessel after a cuttlefish?  
   
  7. STANDING GATE TO LEVEL 21 
  Floating before two crystalline menhirs is a beholder, 
  silent and brooding and patient. The air is thick with 
  strange spores that meander about in the sour air.  
  Maximum Absurdity. Honestly, at this point, even the 
  demons ought to be singing. As they look like a mockery of 
  apes and boars, they sing I Wanna Be Like You from The Jungle 
  Book. Those that listen to the entire song and compliment the 
  demons' singing are rewarded with the command word needed 
  to open the arcane gate. Otherwise, they attack.  
   
  8. THANKS FOR THE MEMORIES 
  While the adventurers are in this area, they should experience 
  every memory the gas spores can offer. These memories are 
  described in Area 7. If you don't want to inundate your party 
  with them now, just have them harmlessly inhale spores 
  throughout the level without the danger of facing an actual gas 
  spore.  
   
  9. HIGH GROUND 
  When the adventurers encounter the gargoyles, read: 
  Out from the dark comes the thunderous beating of wings 
  on stale air and the scratch of stone on stone. They emerge 
  from the gloom as a single flock: gargoyles brandishing 
  outlandish grins on their stony faces.  
  Their leader lands before you and renders to you a deep 
  bow. The gargoyle babbles in a language that sounds like 
  stones getting it on. It bears an air of hospitality. 
  While this spectacle unfolds, you spot a sixth gargoyle 
  flying away, towards the cavern's rear, but whether it's as 
  a messenger or tattletale, you do not know.  
  The gargoyles, proud but amicable servants of Jarûk, treat the 
  party as honored guests. 
  Gargoylic Insult. If the gargoyles deign the party as fools, 
  one hurls an insult in Terran: "Your mother was a mephit and 
  your father reeked of fireberries!" 
   
  10. CULVERT 
  As with all deadly traps, this one ought to be made apparent.  
  Maximum Absurdity. If a character falls prey to the culvert, 
  the ooze itself sings A Whole New World from Aladdin as 
  they're scraped against dagger-like stones and drowned.  
   
  11. THE GLITTERING CAVERNS… 
   
  11B. JARÛK'S CAVERN  
  This cavern is wall-papered in violet crystals that gleam 
  with a rainbow of light, blazing brighter than the fiercest 
  stars of the night sky—and without any darkness to 
  diminish their light. It's as if you've walked into the 
  stomach of a geode. At its heart is a pit of sand.  
  Music is everywhere, reverberating off of every stone 
  and rock of this place, rolling through the cavern like an 
  invisible force. As you listen, mesmerized by the drums, 
  the sands stir. A voice booms, "Welcome to my cavern!" 
  Out from the sand pit looms a creature whose flesh is 
  stone. Its features are humanoid, but its eyes are twin 
  topazes that gleam with the fury of the sun. Dressed in a 
  robe of soft-worked golden-scales, you recognize the 
  creature from legend: a genie of the Plane of Earth… a 
  dao in the "flesh." 
  Roleplaying Jarûk. Jarûk keeps to an imperious tone, as it's 
  used to being obeyed. All dao are cruel by their very nature and 
  Jarûk is no exception. It will only ever see "lesser" creatures as 
  pawns to its own ambitions; the adventurers are just the latest 
  stock of pieces to be moved across its chessboard. You can flesh 
  out the dao with any of this sample dialogue:  
  • "When I am freed, I will return to the Plane of Earth. To my 
  call will my vassals flock, their levies raised and armed. And 
  I will return here to teach that impetuous mage the price of 
  arrogance. He will taste the fury of the Earth—and when his 
  broken body is lain at my feet, I will lean down to whisper 
  the slur he first addressed me with long ago when I was 
  ripped away from my palace: "Howdy."  
   
   
  
   
  197 
  • "Ezzat is a cunning foe, indeed. In undeath, he has found the 
  strength and safety of the earth, burying himself in a 
  stalagmite tower decorated in runes. These runes… they sing. 
  I hear the song as I ponder the mysteries. The 'Runestone,' as 
  the mage calls it, is a tremendous font of power. I often 
  wonder from which dao-lord it was stolen from, for it is 
  impossible for a mere mortal to create such an impressive 
  crystal." 
  • "These caverns are filled with the blood and strength of the 
  Plane of Earth. I speak, of course, of the ooze that clogs the 
  subterranean arteries of Undermountain. It hails from the 
  Swamp of Oblivion, a frontier blessed with charitable 
  donations from my kin on the Plane of Earth. It is the duty of 
  the strong to bolster the weak, is it not? And so, we give 
  graciously to our neighbors in the Plane of Water, adding to 
  their empty lives the soil and salt of the earth—to give them 
  purpose and pride. Are we dao not generous as we are regal? 
  Ah, but the short-sighted marid can only balk at a gift, much 
  like an ape does when handed a hammer." 
   
  Maximum Absurdity. If you utilize this variant, play Prince 
  Ali from Aladdin when the adventurers first meet Jarûk 
  (changing its name, if necessary). It's heralded by a parade of 
  gargoyles, galeb duhrs, medusas, earth elementals, and more.  
  Alternatively, you can play I Just Can't Wait to be King from 
  Lion King to describe Jarûk's tragic history and ambitions on 
  the Plane of Earth. If freed from Halaster, Jarûk will return to 
  its kingdom to reclaim the throne of its sire from its rivals, 
  which was stolen long ago.  
  Jarûk's Quest. When the genie tasks the party with retrieving 
  Ezzat's phylactery, he of course does so in song. Read the 
  following, while keeping in mind that the Companion's author 
  is as tone-deaf as they come.  
  Listen! Listen well! 
  This ain't my kind of town. 
  This ain't where I get down, dig? 
  That Mage's got me bound! 
  Now I've a job to do! 
   
  Ezzat: lich! Liar! 
  He lairs just below 
  in a place that I can't go! 
  So, believe me when I say, 
  I've got a job for you! 
   
  I know not the Mage's grudge 
  But 'til Ezzat's gone, 
  I can't budge! 
  So, handle this for me! 
  Get me that phylactery! 
   
  Scour that tower 
  for the lich's jewel, 
  and my debt you'll accrue! 
  I promise all in my power! 
  If only this job you'll do!  
   
  Rock Music. Yeah, we're really leaning into the rock puns. 
  Consider the following songs to play:  
  • Metallica's Orion 
  • Ozzy Osbourne's I Don't Want to Stop 
  • The Scorpion's Rock You Like a Hurricane 
  • Led Zeppelin's Immigrant Song  
  • Kiss's Rock'n'Roll All Night 
  • Twisted Sister's I Wanna Rock 
  • Deaf Election's Never Get to Me 
   
  12. GHAUNADAUR SHRINE 
  When the adventurers arrive here, they witness a new cleric 
  being transformed into an ooze. In addition to the three 
  intelligent black puddings are six cultists and a cult fanatic, 
  gathered in prayer as a seventh cultist receives "Ghaunadaur's" 
  blessing before the statue. The cultists are still human, but parts 
  of their bodies have become amorphous. Some have ooze-
  tentacles for arms, others viscous pools of ooze for eyeballs. 
  The cult fanatic is missing its nose, which has been replaced 
  with a blue pit of ooze that ripples with every breath he takes. 
  Read the following:  
  Just when you thought you were done with cultists, you 
  hear a familiar chanting floating throughout the depths: 
  "Fhinala-pekta-een-een-pa-pha! 
  Paaa-pha! 
  Fhinala 
  pekta-een! One with the ooze, one with the earth! One 
  with the ooze, one with the earth! Ghaunadaur swallow us 
  pekta-een and make us whole!" 
  As you creep forward, hiding among stalagmites, you 
  see them: assorted freaks dancing before a shrine in 
  sputtering torchlight. One of their number kneels before a 
  statue carved to resemble a lurching ooze-creature, its 
  dozen clawed arms out-stretched to welcome this new 
  supplicant.  
  These freaks are horrors unto themselves, half-
  dissolved into abominations. You make out a brute with 
  an ooze-tentacle for an arm, a ragged young man whose 
  eyes weep black ooze, and more. These fanatics have been 
  forever marred by the ooze they so clearly worship.   
  As the party watches, the statue shivers and moves. It embraces 
  the seventh cultist with its clawed arms and drenches him in 
  opaque slime. In the sheen of it, one lucky adventurer can 
  glimpse the grinning visage of Halaster Blackcloak himself. 
  When the statue finishes vomiting, the cultist is missing—but 
  from the ooze on the floor emerges a new black pudding 
  (added to the three already here). The cultists go wild, cheering 
  and hooping with calls of "Pekta-een! Pekta-eeeeen!"  
   
   
  
   
  198 
  13. THE SCAVENGER 
  After their foray to the Crystal Labyrinth, the party should now 
  know that there are spacefaring cultures out there—but The 
  Scavenger truly cements the truth by proving that strange, steel 
  ships can cross the stars —and that it is the party who are 
  primitive beings. 
  When the adventurers near the ship, Halaster telepathically 
  whispers to them. Read the following: 
  Words worm their way into your brain, drawing out the 
  familiar rasp of Halaster Blackcloak: 
  "No one would have believed it if I told them that our 
  world was being watched keenly and closely by 
  intelligences greater than man's—but not mine—and yet 
  as mortal as his own. If only they could see what I have 
  seen, heard what I've heard, tasted what I've touched. The 
  cosmos are vast indeed, its secrets and resources ours for 
  the taking, if only we could put aside our petty differences 
  and—" 
  A strange sound consumes your brain: the sound of 
  metal rapidly striking brass. The ringing pounds across 
  your head, drawing tears. The Mad Mage grunts, "Sorry, 
  gotta take this—my regards to Captain Hook!" 
  Once the party get onto the ship, the four gray slaadi approach 
  them under the guise of orogs. They have orders to bring guests 
  to their captain in A13G. They won't take "no" for an answer—
  for they can't actually disobey N'ghathrod, who possesses their 
  control gems.  
  Roleplaying N'ghathrod. Desperate to cut a deal, N'ghathrod 
  can be cowed into submission. Alas, tigers can't change their 
  stripes and still the mind flayer hungers. Like a pissy housecat 
  or domesticated zombie, it extends its tentacles threateningly at 
  an opportune moment in a vain attempt to devour a person's 
  brain. Proverbially spraying N'ghathrod with water causes it to 
  back down… for a time.  
  You can use any of the following sample dialogue: 
  • When it enters combat, N'ghathrod unsheathes its rapier and 
  telepathically snarls, "Avast, ye rock-bound priss!"   
  • "We were cruising at a steady 45-million knots when the 
  portal opened; I saw it as salvation… a fool I was. It spat us 
  out on this primitive world, in the depths of the black earth. I 
  know not by what magic we were brought here, but I know 
  who stranded us: an old man by the initials of "H.B." He left 
  them in the dust."  
  • "When the mage appeared, it was without flash nor fan-fare. 
  One moment he was just there; and with a single arcane word, 
  he worked terrible magic! I will remember it 'til the end of 
  my days as I work to replicate it for myself. That spell… That 
  word. It fills me with dread and wonder: "Yoink!" 
  • "You must recover the spelljamming helm! We cannot die on 
  this rock! Come with me, and you will see worlds of pure 
  imagination! We will cross the stars together!" 
   
  Maximum Absurdity. Under this variant, Captain N'ghathrod 
  and its four gray slaadi sing The Elegant Captain Hook from 
  Peter Pan. They begin when N'ghathrod offers the adventurers 
  the chance to join his crew and traverse the stars—if they 
  manage to find his spelljamming helm. Using divination spells, 
  the arcanist knows that it's "hundreds of leagues" down, deeper 
  in the earth, in a sanctum radiating with arcane magic. When it 
  offers the party a ride across the stars, if they recover the helm, 
  N'ghathrod sings Pure Imagination from Willy Wonka.  
  15. STANDING GATE TO LEVEL 17 
  When the adventurers arrive here, they find 1d4+3 space orogs 
  scratching their heads at the Standing Gate. Read the following: 
  You hear the chatter of Cockney accents as you stroll 
  through this corner of the caverns. Several orcs are 
  gathered about, each scratching their head or voicing 
  doubt. At last you see it rising from the muck: one of 
  Halaster's arcane gates. Two pillars share a lintel upon 
  which an arrow symbol has been carved. 
  "That's rubbish, Gregorel," an orc grumbles. "Sure as 
  the turn of the worlds, there's no way we need a gods-
  damned arrow." 
  Another orc grimaces. "Y'know nothin,' you wain o' an 
  orc. Shoot an arrow through, see what happens." 
  "Where are we even gonna get an arrow?" 
  "On The Scavenger." 
  "I ain't goin' back there," the orc grunts. He casts a look 
  at his brethren. "Anyone else?"  
  The remaining orcs shake their heads, firm in their 
  solidarity. 
  The orogs attack the party only if the party fails to provide the 
  solution to the standing gate. Their "leader" is named Gregorel. 
  They speak in a strange dialect of Common used by spacefarers.  
   
  16. TUNNEL TO LEVEL 20 
  Since the adventurers are expected to play ball with the genies, 
  this tunnel is undefended. If the party has yet to meet either (or 
  both) of the genies, either one can use their elemental magic to 
  block the tunnel. Ichthyglug floods it with his water curtains, 
  which turn solid when a creature tries to pass through. Jarûk 
  prefers to collapse the tunnel.  
  The voice of whichever genie blocked the tunnel floats out, 
  urging the party to meet them in their respective lairs for a 
  "quest of a life-time."  
  Heads Up. Ezzat, the lich of L20, has trapped Area 1 with a 
  symbol spell. It can't be discerned without a DC 20 Intelligence 
  (Investigation) check. The first character to cross over it 
  triggers the spell's death effect and must make a DC 20 
  Constitution saving throw or take 10d10 necrotic damage. On a 
  success, a creature takes half damage.  
   
  SPECIAL EVENTS 
  You can run either of the following encounters on this level 
  when the party returns with Ezzat's phylactery.  
   
  DAO-DADDY BEATDOWN 
  This event can only occur if you allow Jarûk to roam this level 
  after Ezzat's phylactery is instead given to its rival, Ichthyglug. 
  The dao can sense when its rival escapes to the Inner Planes or 
  is informed by the party's decision by Halaster.  
  Forever condemned to this drag of a dungeon, Jarûk cuts the 
  party off as they try to leave this level by gate or tunnel. Jarûk 
  won't rest until they've been beaten into a bloody pulp for their 
  insolence. Its cruelty and mastery over the earth certainly makes 
  Jarûk the more dangerous of the two genies.  
   
   
  
   
  199 
  Wrath of Khan. Jarûk can sense whenever the party returns 
  to this level. When the dao marshals its minions and moves to 
  intercept the party, it chooses any of the following areas to stage 
  its attack, utilizing the terrain to their advantage:   
  • Area 1: Jarûk collapses the tunnel leading to Level 18 and 
  sends its six galeb duhrs rolling towards the party. 
  • Area 5B: Jarûk's six gargoyles boil out from the chasm to 
  accost the party; they attempt to drop the adventurers into the 
  20-foot-deep pit, which may still be inhabited by intelligent 
  black puddings.  
  • Area 7: Jarûk positions its two medusas in the cave's alcoves 
  to petrify the party as they open the gate.  
  • Area 15: Jarûk seals the two tunnels to Area 13; its six galeb 
  duhrs emerge from the water to attack.  
  • Area 16: Jarûk collapses the tunnel to Level 20, using the same 
  tactics it would in Area 1.   
   
  Tactics. Jarûk employs these tactics: 
  • Jarûk travels and hides within the earth, courtesy of its Earth 
  Glide feature. It uses this to surprise foes from below or aside 
  and to move without provoking attacks of opportunity, save 
  from any foes within 5-feet of its initial descent into the earth.  
  • Jarûk has several spells at its disposal, but nearly every one 
  requires its concentration. Thus, it relies more on a good 
  thwacking than magic.   
  • Before engaging its foes in combat, Jarûk casts conjure 
  elemental from within the ground, summoning an earth 
  elemental, which can also move through stone and soil 
  thanks to its Earth Glide feature.  
  • To corner a foe, Jarûk can cast wall of stone, separating the 
  party. It then takes a maul to that stranded foe.  
   
  MARID MELTDOWN 
  By default, Ichthyglug is bound to its cavern, even after Ezzat's 
  phylactery is given to its rival. You can lift that restriction to 
  facilitate this event. Now bound forever to Undermountain, 
  Ichthyglug seeks revenge against the party for freeing Jarûk. It 
  can sense when the dao leaves (or Halaster telepathically taunts 
  the marid). Given the opportunity, Ichthyglug attacks the party 
  when they return to this level.  
  Attack of the Cray King. This stony world isn't the marid's 
  oyster, but it can still utilize the viscous ooze-river to attack the 
  party. Only the arcane gate in Area 5B is inaccessible from the 
  nearby river. While it can still attack on dry land, Ichthyglug 
  prefers to utilize watery terrain. It lacks for reinforcements, as 
  opposed to Jarûk's minions, who are vast and mobile.  
  Tactics. In battle, Ichthyglug employs these tactics: 
  • Ichthyglug prefers to stick to watery terrain, using the viscous 
  ooze river to its advantage.  
  • Before combat, Ichthyglug summons a water elemental with 
  conjure elemental.  
  • As a master of water, Ichthyglug can envelope the six swarms 
  of quippers from A1 in floating spheres of water, allowing 
  them to attack on dry land or from within the ooze.  
  • The ooze-river obeys Ichthyglug's call, allowing it to use 
  control water on it. The ooze does come from the mesh of the 
  Planes of Water and Earth, after all.  
   
   
   
   
  EPILOGUE 
  This level is intentionally short and sure to see the return of the 
  party, unlike others. If the party didn't square off against any 
  antagonists, they shouldn't level up to 16th level. Only if they 
  deliver Ezzat's phylactery should they receive the experience. 
  Alternatively, if they defeated N'ghathrod and slaughtered any 
  oozes on the level, you may level them up.   
  Send-Off. You can cap off your session with the send-off 
  below. Unlike other levels, the send-off is the same whether or 
  not you're running the Halaster's Game variant presented in the 
  Companion. The send-off likewise has little to do with Level 19 
  and more Level 20, as Halaster details his relationship with 
  Ezzat—although, it's seeded with lies.   
   
  THE SEND-OFF 
  When the adventurers leave for Level 20, read the following:  
  The Mad Mage's grave voice pipes up within your mind, 
  stained blue with regret. "Ezzat," he rumbles, as if to 
  himself. "Ezzat… My dearest Ezzat. If only he had not 
  spurned my offers. What a jewel Dweomercore could 
  have been under his stewardship… What could have 
  been…" 
  Your mind swims as a vision swamps your senses. In it, 
  you see a human with sharp cheekbones—Ezzat; his name 
  is heavy on your lips—frolicking through ghostly 
  meadows, arm in arm with Halaster Blackcloak himself. 
  Together the two unleashed gouts of fire and lances of 
  lightning —but soon Halaster trips into a pit that falls 
  deep into the earth. And when Halaster throws out his 
  hand for Ezzat to catch him, the magus instead looks to 
  the east, across the meadow to a priest whose silent lips 
  seem to shout, "Turn back from this evil path!" 
  And when Ezzat looks again to Halaster, hanging there 
  on the edge, does he reach out for Blackcloak? Does he 
  brace himself against the earth to take the Mad Mage's 
  weight? No, no he does not. And so, the mage falls deep 
  into the darkness—into Undermountain, where he has 
  fumed ever since.   
  Your vision rocks back to the present; your mind hazy. 
  What you saw… Surely it was not literal, but how much 
  of it was a lie? 
   
   
   
  
   
  200 
  LEVEL XX: RUNESTONE CAVERNS 
   
  "Join me, and together we can cleanse Undermountain of Halaster Blackcloak once and for all," - Ezzat 
   
  QUICK NOTES 
  • 
  This level is a confluence of several factions, especially if 
  you utilize every addition here made by the 
  Companion: 
  o 
  The Shadowdusk Expedition (added to the 
  tunnel leading to Level 21) 
  o 
  The Myconids (Area 4) 
  o 
  The Duergar Raiders (Area 7) 
  o 
  The Gentlemen Bastards (Area 3) 
  o 
  The Stonecloak golems as background 
  • 
  The Stalagmite Tower does count as 
  Ezzat's lair, raising his CR to 22. While the 
  party would be wise to draw him out, he 
  should be fought in his lair—and with an 
  Intelligence score of 20, nothing will 
  convince him otherwise, not even his 
  dear pseudodragon familiar, Ipses.  
  • 
  Ezzat's tower can only be accessed by the 
  front door, which is trapped by a spell. 
  Teleportation spells and spells similar to 
  passwall fail to breach the tower, which 
  is also immune to all damage.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following when running this level: 
  • The Retrieve a Runestone Fragment quest offered by Jalester 
  Silvermane. For retrieving a fragment, Jalester promises his 
  friendship—and the young captain has friends in high places.  
   
  Throwbacks. So late into the campaign, you want to remind 
  the adventurers of their past exploits. It's recommended that you 
  bring back the following characters if they've had any 
  meaningful interaction with the party: 
  • On L6, the party met duergar of Clan Ironeye, led by the half-
  duergar Skella, during their raid on the Lost Level. You can 
  include them here (see Area 7 for details).  
  • On Levels 7 & 8, the party may have met the Gentlemen 
  Bastards, an adventuring party added to the campaign by the 
  Companion. They fell prey to both the bullywugs and nagas 
  of Slitherswamp but can reprise their roles here.   
  • As noted in the Epilogue, you can link this level to Level 7 by 
  having Maddgoth make a return if the party clears Ezzat out 
  of the Stalagmite Tower. By the time they return from L19, 
  the archmage (or lich) may have already taken up residence 
  in the tower.  
  • On L13, the party may have encountered a ruined myconid 
  colony and its sovereign, Chanterella. The Companion added 
  other survivors, which were taken as living cattle by the 
  hobgoblins. You can include these survivors on this level or 
  replace its sovereign with Chanterella. See Area 4 for details.   
  HALASTER'S GAME 
  Imagine the life of an immortal, nearly omnipotent magus 
  condemned to boredom and insanity. Such is the life of the 
  Mad Mage, whose station is far above a mere mortal's. Such 
  elevation comes with new rules and expectations obeyed by 
  fey lords, deities, fiends, and other otherworldly entities. 
  The short of it is this: Halaster could take the fight 
  to Ezzat, who has so audaciously set up shop in the 
  heart of Halaster's demesne, but he cannot. That's 
  just not how higher beings do things. And so, 
  Halaster has a game of cat-and-mouse to play. 
  He must use his pawns—adventuring parties—
  to dispatch Ezzat; his very pride and dignity as 
  a higher being hinges on it.  
  Halaster's Enmity. We know nothing 
  wounds the Mad Mage more than betrayal. 
  Jhesiyra's disappearance, which Halaster 
  likened to desertion, still haunts Halaster. 
  That Ezzat spurned him before and even 
  returned to usurp him cuts Halaster deeply. 
  His very ego has been tattered—for isn't it he 
  that is meant to use and throw away mortals? 
  The Companion dials up Halaster's attachment to 
  Ezzat; he loved the man as if they were brothers—and no scorn 
  is worse than that of a brother betrayed.  
  Conflicts & Distractions. There are a number of potential 
  conflicts on this level to entertain your party with; stealing 
  Ezzat's phylactery should overshadow these distractions. A 
  cunning party ought to utilize some of these conflicts to draw 
  out the lich from his lair. These conflicts are: 
  • The Stonecloaks vs. Ezzat (and everyone else).  
  • The duergar (unknowingly) vs. Gorka Tharn, the duergar 
  mummy lord. The Companion also pits them against 
  Halaster's precious snail in Area 8.  
  • The Shadowdusk Expedition, led by Akarrth (contrived by the 
  Companion to be opposed to the myconid colony in Area 4, 
  as well as Ezzat). 
  • The Gentlemen Bastards vs. the party and Ezzat.   
   
  Dramatized Visions of the Past. You can seed this level with 
  melodramatic visions that detail the spirit of the Mad Mage's 
  and Ezzat's relationship. Each is an allusion to a famous movie 
  from our world. Whenever the party enters a new area, you can 
  roll a d8 and use one of the visions below. If you get the same 
  result, Halaster telepathically grumbles, "Man, I hate reruns." 
   
   
  
   
  201 
  DRAMATIZED VISIONS OF THE PAST 
  d8 Vision 
  1 
  Ezzat clings to a cliffside on Level 15, dangling above the 
  molten chasm carved by Netherskull. "You were the 
  chosen one!" Halaster shouts. "You were meant to bring 
  balance to Undermountain! Not leave it in darkness! You 
  were my brother, Ezzat! I loved you!" Ezzat then loses his 
  grip and falls into the chasm. 
  2 
  Halaster is dangling upside down from a golden chain in 
  Maddgoth's Castle on Level 7. He tells Ezzat, "You just 
  couldn't let me go, could you? This is what happens when 
  an unstoppable force meets an immovable object." 
  3 
  Ezzat unleashes a storm of magic missiles against Halaster 
  on the rooftops of Alterdeep (the simulation of Level 17), 
  who leans back, dodging each and every one at lightning 
  speeds. From the adventurer's perspective, time slows 
  down as the missiles sail past Halaster. 
  4 
  Halaster and a young Ezzat are on Level 13; Halaster has 
  a strange contraption in his hands. On a horseless carriage 
  made of iron sits a dog. Halaster tells Ezzat, "When this 
  baby hits 88 miles an hour, you're gonna see some serious 
  shit." As the chariot animates and races forward, Halaster 
  prevents Ezzat from jumping out of the way. Just before 
  collision, the chariot disappears, leaving tracks of fire. 
  Halaster begins to dance and shout "88 miles an hour!"  
  5 
  Ezzat and Halaster are dueling with flaming swords on a 
  rope-bridge spanning a gaping chasm. The Mad Mage gets 
  the upper hand and severs Ezzat's sword hand. "There's no 
  escape," Halaster warns. "Don't make me destroy you… 
  Together, we can bring order to the world. You've never 
  known the truth, have you? Ezzat… I am your father!"   
  Ezzat then gives him an incredulous look and says, "No 
  you're not!" Halaster shrugs, caught, and says, "Okay, I'm 
  not, but you get my point. C'mon, let's wrap this up and get 
  back to business." 
  Ezzat then peers down the chasm and, after a moment's 
  hesitation, lets go. As he hurtles into the abyss, Halaster 
  cries out in faux-paternal pain.  
  6 
  A catatonic Halaster is wrapped in a spider silk cocoon. 
  Ezzat cradles him, crying out, "Master Halaster! Don't go! 
  Don't go where I can't follow you!"   
  7 
  Halaster brandishes a wand of magic missiles at Ezzat who 
  bears one of his own. After a shootout, Halaster strides up 
  to Ezzat and says, "I know what yer thinking: 'Did he fire 
  two shots or only three?' Well, to tell ye the truth, in all 
  this excitement, I forgot myself. Well, bein' this is a wand 
  of magic missiles, the cheapest wand in the world, you 
  better ask yourself, 'Do I feel lucky?' Well… do ya, punk?"  
  8 
  Halaster bursts into a hearth-lit room on a stormy night, 
  waking up a young Ezzat in his bed. Trembling, Ezzat 
  clutches at the blanket, his nightcap damp with sweat. 
  Halaster breaks into a grin and shouts, "Yer a wizard, 
  Ezzat!"   
   
   
  DEALING WITH EZZAT 
  The adventurers should start this level already knowing their 
  objective: find Ezzat and steal his phylactery. Their best bet is 
  to fight the lich outside his lair, but Ezzat is loathe to leave his 
  sanctum. Drawing him out will surely require either holding 
  Ipses, the pseudodragon, hostage or staging a distraction or 
  pitting another faction against Ezzat, such as the Shadowdusk 
  Expedition, duergar, or the Gentlemen Bastards (see below). 
  You as the DM surely do want Ezzat to be fought in his lair.  
  Roleplaying Ezzat. Evil has corrupted Ezzat's soul, as it does 
  any lich's, but still he believes his cause to be righteous. He 
  pities Halaster, referring to him as "the Mad Dog of Under-
  mountain." Putting down that rabid hound has become his sole 
  mission. At the heart of this self-righteousness is a faint ember 
  of love for Halaster that yet glows.  
  While Ezzat's time in Undermountain isn't exactly spelled out 
  in DotMM, we can assume he's been here for at least half a 
  century—for that's how long the two drow vampires have been 
  trapped in his black sapphires (see Area 15), unless he's traveled 
  with them in his pocket. Over the years, Ezzat has faced 2d6+7 
  adventuring parties, most of which were sent by Halaster. At 
  this point, Ezzat finds no pleasure in entertaining them and 
  considers them nuisances. He's quick to call adventuring parties 
  rude—which, from his lips, is a grave insult.  
  Liches are inherently evil but portraying an evil character can 
  be taxing or tiresome. Since the Companion dials up DotMM's 
  absurdity to eleven, consider roleplaying Ezzat as a posh, 
  frustratingly polite individual full of "umm's" and "ah's." You 
  can draw upon any of the sample dialogue below:  
  • When someone has truly irked him, Ezzat calls their behavior 
  "unacceptable."  
  • Ezzat is quick to concede arguments with a sheepish "fair 
  enough."  
  • When the adventurers seem intent on harming him, Ezzat calls 
  such violence "quite unnecessary." 
  • "Leave me to my books and let yourselves out!"  
   
  Tactics. As a mighty spellcaster, Ezzat utilizes the following 
  tactics in combat; his quick wit allows him to think clearly 
  through any shock the party might give him. With a spell save 
  DC of 20, his foes will be in for quite a challenge. "LA" refers 
  to Ezzat's Legendary Actions.  
  • If Ezzat is expecting a fight, he begins with mirror image and 
  globe of invulnerability already cast upon himself. 
  • If Ezzat is fought inside his lair, he tries to make his way to 
  Area 22B (via dimension door, if necessary), where an 
  enchanted statue in his likeness stands. Its antipathy effect 
  (from the antipathy/sympathy spell already cast upon it) can 
  frighten creatures, preventing them from reaching Ezzat (as 
  frightened creatures cannot willingly move closer to the 
  source of their fear). If they are still within 5 feet of Ezzat 
  when they fall prey to this effect, he knocks them back with 
  a thunderwave spell so that they can't come closer to him.  
  • Ezzat is very liberal with his shield spell, using it every turn if 
  he can. Since he can regain spell slots every other round from 
  his first Lair Action option—and shield can be upcasted, 
  despite not having a higher-level-benefit—he has no reason 
  not to. At a minimum, he regains a 1st level spell slot from 
  the Lair Action, fueling another shield spell.  
   
   
  
   
  202 
  • If the adventurers demonstrate a preference for hard-hitting 
  lightning or force spells, Ezzat makes his way to Area 20 (via 
  dimension door if necessary) to drink a potion of lightning 
  resistance or -force resistance, if not both. Doing so requires 
  an action.  
  • While in his lair, if Ezzat expects a bruising, he resorts to his 
  second Lair Action to link himself to his own attacker—or, 
  worse, their healer.  
  • While in his lair, if Ezzat needs to punish a ranged target, 
  Ezzat uses his third Lair Action.  
  • On his first turn, Ezzat opens up with power word stun to 
  temporarily remove one adventurer from the fight.  
  • With his first LA, Ezzat uses Frightening Gaze on a non-
  spellcaster, disadvantaging their attacks. He then puts 
  distance between him and that target, since the frightened 
  target cannot willingly move closer to the source of its fear. 
  Afterwards, Ezzat uses his last LA this turn to cast ray of frost 
  against a melee combatant.  
  • On his second turn, Ezzat casts mirror image if he isn't already 
  under its effects. He then wades into the melee and, at the 
  next opportunity, follows it up with a Disrupt Life LA.   
  • On his third turn, Ezzat is likely to be wounded, but so too will 
  his foes. He shocks a weakened target with a finger of death 
  spell, adding a zombie to the mix if his foe is slain. See 
  Appendix B for its statistics. If this does occur, he then 
  follows up with a Paralyzing Touch LA; he then directs the 
  zombie to attack that target; it will have advantage on its 
  attacks and will automatically score a critical hit on a hit.  
  • Once Ezzat is mortally wounded, he unleashes a power word 
  kill. Before then, he's loathe to expend his greatest spell slot 
  against the party, fearing that greater foes—like Halaster—
  might be lurking in the shadows, waiting for an opportune 
  moment to strike. Once near death, however, he knows he 
  cannot afford to let the survivors rummage around so close to 
  his phylactery.   
   
  THE GENTLEMEN BASTARDS 
  Added by the Companion in Halaster's Game, L7, and L8, the 
  Bastards are an adventuring party that the players may already 
  be familiar with. If the Bastards didn't die on L8, or were never 
  met by the party at all, you can add them to this level. The 
  Bastards too met the genies of L19 and hope to cash in the lich's 
  phylactery before finally leaving the dungeon for good.  
  As Allies. If the Bastards were rescued by the party on L8, or 
  never met at all, the Bastards greet the players with open arms. 
  They're loathe to take on a lich by themselves and welcome any 
  aid they can get. They're resting in Area 3.  
  As Enemies. So late into the adventure, it's very possible that 
  the Bastards are already hostile to the party. Reasons abound:   
  • If Grel Momesk, their leader, is dead or gone, Jocelyn of 
  Daggerford has seized command. Unless she believes the 
  party can be duped into helping them, she sets up an ambush 
  for when they leave Ezzat's lair.  
  • If the party spurned them, such as by leaving them to their 
  fates on L8, the Bastards ambush them; their goal isn't to kill 
  the adventurers, only steal the phylactery.  
  • If the party has attacked or betrayed them before, the Bastards 
  are out for revenge and stage an ambush—the phylactery be 
  damned. See The Gentlemen's Hello special event for more 
  details.  
   
  THE BASTARDS 
  The Gentlemen Bastards are cautious opportunists who only 
  enter fights they're sure they'll win. While Grel Momesk and 
  Ilinar are alive, the Bastards tend to lean towards NG. However, 
  without Grel, Jocelyn quickly pushes the remaining Bastards 
  towards evil. 
  The Gentlemen Bastards consist of: 
  Grel Momesk, a LN human champion. Grel seeks the riches 
  necessary to lift his family out of poverty. The Bastards tolerate 
  his occasional mistakes and fragile temperament.  
  Jocelyn of Daggerford, a NE human warlock of the archfey 
  in service to the Queen of Air and Darkness. Hers is a quest to 
  discover the secrets of Undermountain, namely the Knot in the 
  Weave. She was once a member of the Fine Fellows of Dagger-
  ford (see L2) but was kicked out for being too "unsettling." 
  She's fond of using enchantment magic to get what she wants 
  or to diffuse a situation.  
  Perlos, a NE halfling assassin. Although the name attached 
  to his many crimes varies, he's wanted in Waterdeep, Baldur's 
  Gate, and Neverwinter. He joined the Bastards to escape his life 
  of contract killing; he hopes to retire to the countryside a rich 
  man. At night, he's haunted by those he's murdered for coin. As 
  a halfling, Perlos has the following additional traits:  
  • He has a speed of 25 ft. He is a size of Small and can move 
  through the space of any creature larger than his size. 
  • He has advantage on saving throws against being frightened.  
  • Whenever he rolls a 1 on an attack roll, saving throw, or ability 
  check, he can reroll the die; he must use the new roll.  
   
  Ilinar, a NG moon elf war priest devoted to the elven god of 
  war, Shevarash. He is a veteran, former mercenary, and even 
  served in the Waterdeep City Guard. He's crass and impatient. 
  His holy symbol is a broken arrow over a teardrop. As an elf, 
  Ilinar has the following additional traits: 
  • He has darkvision with a range of 60 ft. 
  • He has advantage on saving throws against being charmed and 
  magic cannot put him to sleep.  
   
  THE SHADOWDUSK EXPEDITION 
  Only briefly mentioned in DotMM, the Shadowdusk Expedition 
  is further fleshed out on this level and can be utilized by the 
  party to breach Ezzat's tower or draw the lich from its lair. Since 
  the penultimate level of DotMM features these lunatics, it's 
  important that the party meet Akarrth now to gain further 
  insight into his family and their dealings. 
  Servants. Along with his aberrations, Akarrth is attended to 
  by 2d6+4 cultists and 1d6 cult fanatics. They're essentially 
  cannon fodder. If they're interrogated by the adventurers, they 
  can reveal any of the information below (any clause marked 
  with an asterisk is something added by the Companion):   
  • The Shadowdusk family, who seek to "become one with the 
  Void" are intentionally trying to burst into the Far Realms on 
  L22. Last they heard, progress has been going "swimmingly." 
  • The Shadowdusks are cursed with both genius and insanity—
  "two sides of the same coin, really," laments the cultist.  
  • The Shadowdusks are allied with Halaster, who acts as a sort 
  of patron to their escapades. Those that seek to elevate 
  themselves through the family can cut through seniority and 
  inheritance rights with his favor. To that end, it's logical that 
  Akarrth would oppose Ezzat so as to curry favor with the Mad 
  Mage.*  
  
   
  203 
  • Akarrth is in a loose partnership with a beholder named 
  Gz'zarp. They're in heated arguments day and night but seem 
  to have a grudging respect for each other—"well, as much 
  respect can be possible between an eye tyrant and a mad 
  tyrant," says the cultist. Their most feverish argument was on 
  the correct amount of alfredo sauce for pasta when one person 
  is hungry and the other is just "feeling peckish."* Since this, 
  all expedition personnel have been forbidden from 
  mentioning alfredo sauce or wood peckers. 
  • Akarrth intends to capture the myconids of Area 4 to use as 
  test subjects on Level 22. He wonders what influence the Far 
  Realms will have on sentient, fungal creatures.*  
   
  MEETING AKARRTH 
  The expedition is camped out in the tunnel that leads to Level 
  21. Their camp is quite literally a camp, with tents fashioned 
  from strange, violet flesh dotted with still-blinking eyes the size 
  of acorns and corncobs. The gazes of cob-sized eyeballs, in 
  particular, follow nearby characters.  
  Roleplaying Akarrth. It can be cumbersome to roleplay a 
  lunatic. Akarrth's madness manifests in the following flaws, 
  which you can use to guide your portrayal of him:  
  • "I can't die; my story is not yet over." 
  • "Unseen enemies lie in every shadowed corner. They're after 
  me. Always after me."  
  • "Ethics cannot stand in the way of science."  
   
  Halaster's Game. If you're running the Companion's game 
  show element, then Akarrth is already familiar with the party, 
  having caught a few episodes on his scrying orb. He's keen on 
  shaking hands with these impressive individuals. Madness and 
  ego have deluded him into thinking that they'll never harm 
  him—after all, he's not a part of the show, right?  
  An Alliance of Convenience. If confronted by the party, 
  Akarrth's first tactic is to dangle an alliance before them, 
  claiming to know all about Halaster's "beef" with the nearby 
  lich. He has no love for his pet aberrations and servants and is 
  willing to hurl them at Ezzat's tower to save his own skin—or 
  to accomplish his goal of kidnapping the myconids of Area 4. 
  If Akarrth has it his way, the myconids will be delivered to his 
  camp in chains before his forces march on the Stalagmite 
  Tower. Only Gz'zarp refuses to attack the tower.  
   
  HOW THE TABLES TURN 
  If Akarrth is mortally wounded, the beholder Gz'zarp wastes no 
  time in overthrowing his reign. It has long resented the 
  Shadowdusk family and will take this opportunity to carve out 
  its own demesne in Undermountain, seizing the expedition's 
  forces as its inaugural class of underlings. These underlings 
  obey it under the imminent threat of disintegration.  
  Gz'zarp cares not for mortals' "petty squabbles" and won't 
  oppose Ezzat. "I've no nothic in this fight," the beholder is quick 
  to say.  
   
  AREAS OF NOTE 
  The following areas are of note:  
   
  1. DESICCATING SYMBOL 
  When the party enters Level 20, read the following: 
  Down into the earth you venture, hounded by the shrill 
  calls of the Mad Mage. But these shrill calls are not his 
  usual shrill calls; for once he isn't trying to haggle with a 
  cabbage vendor. Nay, now his shrill calls share a single 
  name: "Ezzat!" 
  Sometimes he shouts the name, other times, he whispers 
  or cries... but in the darkness, when your torchlight 
  sputters out for just a moment, he whispers the name with 
  longing. "Ezzat," he whispers. "Ezzat." You can taste each 
  syllable: "Eh-Zat," but you feel in your heart a third 
  syllable: silence. A silent syllable of loss that trails into 
  the shadows.  
  Down into the earth you go, until at last the tunnels 
  straighten out and deliver you to a cavern that weeps lazy 
  water. In the distance, you hear the pounding of stone 
  against stone. There is something here… an air of unease 
  and wanting. Power, too. 
  The last sentence hints at the existence of the symbol spell. 
  Remove it at your own discretion. Once the spell is triggered, 
  read the following: 
  The air cracks like thunder! The stench of death wafts 
  through the earth, bubbling out like an invisible miasma! 
  Your very lifeforce staggers in the presence of such 
  power, and as you stumble to your knees, ghostly skulls 
  float about you, howling, cackling! Each shares the same 
  sunken face, and you know in your heart that this is the 
  face of Halaster's dreaded foe, the lich Ezzat.  
  Halaster's voice crowds its way into your mind: "See? 
  See? Do you not see his treachery everywhere like I? Do 
  you not feel his spite in your very bones! Strike him down 
  for the good of the world! For the good of man, for the 
  good of good itself! Find him, find Ezzat, find him!" 
   
  2. MAD GOLEM'S LAIR 
  Thunderous blows echo across the otherwise empty 
  caverns, stone pounding against stone. As you round the 
  bend, you see a sight most curious: a mobile mass of 
  jumbled torsos, limbs, and heads—all fashioned from 
  stone—wailing on a golem carved in the likeness of the 
  Mad Mage himself. Instinctively you know to call this 
  golem a "Stonecloak," as if informed by magic.  
  The multi-armed, multi-headed behemoth beats down 
  on the Stonecloak in mute fury. The Stonecloak tries to 
  reason with it, speaking in a language of blinks, but the 
  behemoth ignores its pleas! The Stonecloak throws up its 
  hands in fealty, but the next thunderous blow sends it 
  reeling! And when the Stonecloak tries to crawl away 
  from its assailant, all negotiations at a stand-still, the 
  behemoth snatches the golem's ankles! Its every head 
  shakes simultaneously, silently pronouncing "Not today!"  
  
   
  204 
  The behemoth heaves! It ho's! It whips the Stonecloak 
  into the wall! Crack! It reels back! Crack! Crack! You 
  watch the stony face of Halaster lose its nose! A gash the 
  size of your arm gapes across its chiseled cheek! 
  If the party intervenes for some reason, they can save the 
  Stonecloak, earning its gratitude; it then serves as their guide 
  and vouches for them to the other golems in the caverns. If the 
  party doesn't intervene, read the following: 
  Crack! Crack! There goes an arm! Crack! Crack! The 
  other arm! Good gods above, the carnage! Oh, the stone-
  manity!  
  Heaving a silent sigh, the behemoth drops the 
  Stonecloak to the floor and pants as if strained by this 
  labor. Dazed, the golem sits there, cradling its battered 
  head—but then… oh, but then the behemoth rallies, 
  snatching at Halaster's stony lips. It pries them apart as the 
  golem flails helplessly! You hear the crack of stone bones 
  as the behemoth begins to tear apart the golem's head—
  and in that head shines a light, you see, an ivory light!  
  With a terminal groan, the behemoth snaps open the 
  golem's head and reaches deep into its brain, plucking out 
  a fragment of a gemstone that shines with luminous 
  magic. Every head on that jumbled behemoth smiles as it 
  swallows the gem. It shudders with ecstasy and begins to 
  attach the severed limbs of its victim to its jumbled body, 
  which quickly fasten on its form. 
   
  3. SUNKEN PARADISE 
  The cavern gapes with a gash that falls deep into the earth. 
  Pebbles scatter and fall into the abyss as you near its edge 
  to peer down into the depths. Soft violet hues color the 
  otherwise tenebrous depths and crimson lights slowly 
  meander across the dark, adding to the illumination. Fungi 
  and fire beetles, you reckon. This soft light dances on the 
  surface of a subterranean lake, the nearest bank of which 
  you can see is dotted with huts and other empty structures.  
  Surely this must be a trick of the Mad Mage. There's no 
  doubt that this sunken paradise is truly a trap waiting to 
  be sprung.  
   
  THE GENTLEMEN BASTARDS 
  If you include the Gentlemen Bastards on this level, they're 
  already resting here. How they react to the party depends on 
  their past interactions. Because it's so late in the adventure, the 
  Companion cannot anticipate who among them are even still 
  alive. Refer to the descriptions above. If they're on good terms 
  with the party, they offer to team up with the party to get Ezzat's 
  phylactery. If not, they pretend as if they have no idea the lich 
  even exists—and immediately begin plotting an ambush. See 
  The Gentleman's Hello special event below for details. 
   
  4. MYCONID COLONY 
   
  4B. FRIENDLY SOVEREIGN 
  The sovereign can offer several quests to the party if they've the 
  time or interest to help the colony. 
  Previously On… On Level 13, the hobgoblins had torched a 
  myconid colony. Only its sovereign, Chanterella, survived. The 
  Companion added survivors, who were taken as living cattle by 
  the hobgoblins. You can replace Floot with Chanterella so as to 
  show a familiar face to the party, provided they actually met 
  Chanterella and helped it.  
  Enemies Without. The myconid colony is beset by both 
  gargoyles from Areas 8 & 9, and the Shadowdusk Expedition. 
  Akarrth intends the kidnap the fungalfolk and bring them to L22 
  for further experimentation. The sovereign asks the adventurers 
  to eliminate these cultists. When it does so, read the following: 
  The sovereign looks at you with its strange eyes. The air 
  is thick with those special spores that grant you a rapport 
  with the fungal creature. Its voice rings softly through 
  your head: "There are others that have come here, not for 
  the deathlord in the tower, nor the rock demons. They 
  have come for us. There is an evil far below us now, a 
  cancer in the earth—and it is they who have let it fester. I 
  fear that this world and a stranger one are about to be wed 
  and that we, if lucky, will merely be witnesses to it all. 
  For us, for everyone, rid these caverns of those lunatics. 
  Even now I can sense their budding madness…"  
  Opposing the Shadowdusk expedition, however, removes them 
  as a potential ally in the fight against Ezzat. The party must 
  decide whether to defend the defenseless or leverage those 
  lunatics against the lich.  
  Sunken Paradise. If the adventurers have found Area 3 and 
  inform the sovereign of its existence, it attempts an exodus from 
  Area 4 to Area 3, believing that the colony will be safe there. 
  The sovereign asks the party to escort its people there. Such a 
  task will take over an hour, given how slow the myconids are. 
  While in transit, they're attacked by the Shadowdusks, whose 
  forces consist of Akarrth, the archmage, two cult fanatics, 1d4 
  cultists, a grell and a nothic. If he's reduced to half his hit 
  points, Akarrth flees, leaving his minions behind if necessary.   
   
  5. GIGGLING CHASM 
  Look, by now we've had enough of Halaster's ghostly giggling 
  and we can't waste an opportunity to detail Halaster and Ezzat's 
  relationship. Instead of giggling, the chasm plays out one of the 
  dramatized visions of the past, preferably #1 from the table.  
   
  6. LAIR OF THE MUMMY LORD 
  In case it wasn't clear, this entire area counts as the lair of Gorka 
  Tharn, the duergar mummy lord.  
   
  6A. TOOTHY MAW 
  When the party reaches this area, they're filled with a sense of 
  dread. Read the following: 
  There is no breeze here; the air smolders in monotony. 
  The little lizard at the back of your brain seems to shiver, 
  as if your most primal instincts can sense a danger your 
  "advanced" brain cannot. The lizard sticks out its forked 
  tongue, tasting the air of this place and deeming it too 
  eerie to remain in. It withdraws back to its hidey hole at 
  the base of your head.  
  You want to bait the party into casting spells here to awaken 
  Gorka Tharn. Methods include: 
  
   
  205 
  • Ipses, Ezzat's pseudodragon, flies through, chasing after a 
  lizard or rat.  
  • The Gentlemen Bastards are already hidden in the area. 
  Contest their Dexterity (Stealth) checks against the party's 
  passive Perception. An altercation here is likely to produce 
  several spells.   
  • The duergar raiders from Area 7 are exploring the area.   
   
  Whenever a spell is cast, the spellcaster is filled with a sense 
  of dread, and hairs on their arms stiffen.  
   
  6C. MUMMY LORD'S CRYPT 
  It isn't clear in DotMM where exactly Tharn's body is located, 
  only his preserved organs. Assume he is sleeping beneath the 
  piles of treasure.  
  Roleplaying Gorka Tharn. Gorka Tharn is a loud-mouthed, 
  melodramatic, narcissist. The first thing he does when awoken 
  is shout in Dwarvish, "I liiiiiive!" which echoes throughout 
  Area 6. He never demeans himself by speaking anything but 
  Dwarvish—and if others can't understand him, so be it. Other 
  than when he announces that he's alive again, Gorka Tharn only 
  ever refers to himself in third person. You can draw on the 
  following sample dialogue (in Dwarvish): 
  • "Kneel before Tharn, first and last of his name!"  
  • "We all have masters—and Tharn is yours." 
  • "Death is the gift of the gods! Milk it for all its worth!"  
  • "And so you come to the lair of Tharn… May it be your last 
  regret!"  
  • "You would defy Tharn so jubilantly?" 
  • "Tharn shall be your redeemer!"  
  • "Everything's coming up Tharn!"  
   
  Tactics. In combat, the mummy lord employs the following 
  tactics. Even without his eight mummies, he's a considerable 
  threat to the party. Many of his abilities can hamper them long 
  after Tharn is dead. "LA" refers to his Legendary Actions.  
  • Tharn uses his first Lair Action on the third option, inhibiting 
  spellcasters until the next round. He switches between that 
  and the second option throughout combat unless the party 
  tries to flee. As noted in his statblock, he can't use the same 
  Lair Action two rounds in a row.  
  • Tharn wants to be in the thick of his foes, as so many of his 
  spells and abilities are Areas-of-Effect. He stops at nothing to 
  accomplish this, using his movement or his Whirlwind of 
  Sand LA to get within 10 feet of several characters.  
  • On his first turn, Tharn snaps out a harm spell. He then follows 
  up with a Channel Negative Energy LA. At the next 
  opportunity, he follows up with Rotting Fist LA.  
  • On his second turn, Tharn casts guardian of faith and positions 
  the spirit 5 feet away from him. At the next opportunity, if 
  he's in melee range, he unleashes his Blasphemous Word LA, 
  thus trapping his foes between a rock and a hard place. He 
  follows this up with another Rotting Fist attack LA or a 
  Blinding Dust if he's injured.  
  • On his third turn, Tharn casts insect swarm on a point that 
  doesn't include him but does include his guardian of faith. He 
  intends to have a trifecta of effects going on at once: these 
  two spells and his LA's. Any creature within this area is 
  gonna have a bad time. At the next opportunity, he uses his 
  Channel Negative Energy LA. He follows it up with another 
  Rotting Fist LA.  
  • When at Death's Door, Tharn casts contagion against the 
  nearest, lowest-AC character as revenge.  
   
  Maximum Absurdity. If you'd like an absurd tone for your 
  session, consider dressing Gorka Tharn in a bright red robe; 
  when he and his eight mummies are together, he sings Michael 
  Jackson's Thriller.  
   
  7. CRYPT RAIDERS 
  When the adventurers reach this area, the duergar are in a heated 
  discussion. Assuming an adventurer speaks Dwarvish, read: 
  "Damnit, Klom! I've had enough of the snail! Cease 
  prattlin' about it!" snarls a dwarf. 
  Wounded, another dwarf replies, "It's shell glitters gold! 
  Ye can imagine, can't ye, the favor we'll earn with 
  Fazrian!" 
  "Tell ye what I can imagine, Klom! Bein' reduced to 
  bloody pulp by the 'goyles and golems 'tween us and the 
  snail!"  
   
  PREVIOUSLY ON…  
  If your party ventured to Level 6, they'll have met the duergar 
  raiders of Clan Ironeye, led by Skella, a half-duergar. It's 
  suggested that you add her here; after getting lost in 
  Undermountain, her raiders joined up with the duergar on L21.  
  This accomplishes two things: it links the current level with 
  a past escapade of the party, and it gives them an "in" with 
  Prince Valtagar on the Terminus level.  
  On L6, the duergar plundered a Melairkyn temple dedicated 
  to Dumathoin, a god of secrets and miners. The Companion 
  added invisible stalkers loosed by Halaster to torment the 
  duergar, which the party may have tangled with. Additionally, 
  Skella may have attuned to the Heart of the Mountain (a site in 
  the temple), allowing her to cast divination. If so, she asked 
  "What fate awaits my people?" What she saw was to be 
  determined by you; however, it was suggested she foresaw the 
  party's treachery, or the duergars' demise as a punishment by 
  Halaster for not slaying the party.  
  Roleplaying Skella. If you add Skella to this level, follow 
  these guidelines, altering them to reflect her past dealings with 
  the party. Skella, unlike other half-duergar, feels no need to 
  prove herself to her kin; she rose to her station through merit 
  alone and has the confidence of her men. While she's as dour as 
  most other duergar, she has an obsession with artistry and 
  beauty—an obsession she doesn't bother hiding. As a lawful 
  person, she's a woman of her word and keeps her end of all 
  bargains.  
  How Skella treats the party is determined by both you and 
  their past actions. If the party worked with Skella before and 
  did not betray her, she greets them well. If they did, her men 
  greet the party with drawn weapons; Skella demands they 
  remove themselves from the area.  
  Having already been to the Terminus Level, she can provide 
  any of the information the duergar here normally would, 
  including the name of the exiled prince that the duergar serve: 
  Valtagar Steelshadow, younger brother of Deepking Horgar 
  Steelshadow V of the city of Gracklstugh. After a humiliating 
  ransom, Valtagar attempted to foment war between the duergar 
  and drow. To keep the peace, Valtagar was exiled by the 
  Deepking. Now Valtagar hopes to buy his way back into his 
  brother's good graces with Undermountain's mithril and wealth.  
   
   
  
   
  206 
  Skella's Statistics. On the Lost Level, so long ago, Skella was 
  but a duergar. After surviving Undermountain's horrors, she 
  has since risen to a duergar warlord. Her men, likewise battle-
  hardened, now have the Brave trait: they have advantage on 
  saving throws against being frightened.  
  Skella's Motive. The raiders' goals remain unchanged, even 
  with Skella and her men added to the level. The raiders want to 
  plunder the shrine of Laduguer in Area 6C (ignorant of Gorka 
  Tharn) and earn Fazrian's (the planetar of L21) favor. Skella 
  and her men, however, intend to worm their ways into 
  Valtagar's good graces. Despite his termagant of a wife, Skella 
  intends to seduce Valtagar and harness his influence as her own. 
  Like all duergar, she is unaware that Valtagar's wife, Stalagma, 
  is secretly a steel dragon (adult silver dragon) in disguise.  
   
  8. MADE OF STONE 
   
  8D. GOLDEN HAUNGHARASSK 
  The Companion offers three humble changes to this otherwise 
  unimportant snail: it has the statistics of a flail snail; the duergar 
  raiders hope to steal it; and it's worshipped as a messiah by the 
  Stonecloak golems.  
  Flail Snail. Haungharassk's new statistics can be found in 
  Appendix B. Ignore the statistics described in DotMM.  
  Raiders. Having learned of the snail, the duergar hope to steal 
  it away for the same reasons they hope to raid Area 6. If the 
  adventurers clear Areas 8A-C of foes, the duergar creep in to 
  snatch up the snail—although it's likely that they perish to it. 
  Golden Messiah. In times of trouble and political upheaval, 
  the Stonecloaks make a pilgrimage to this area, bowing before 
  Haungharassk and pleading for its divine guidance. These pleas 
  are, of course, met with more silence, leaving the golems 
  unsatisfied until someone insists it heard the snail speak and 
  that those that could not hear its regal voice are fools and 
  heretics that deserve to be purged. They defend Haungharassk 
  with their lives.   
   
  11. WEIRD MAGIC 
   
  11A. HAMMER TIME 
  Look, it's the dungeon of the Mad Mage. You're more than 
  welcome to play MC Hammer's U Can't Touch This as the party 
  fights the golem. Just for good measure, have an apparition of 
  Halaster dance nearby during the song. Characters that copy the 
  dance (via a successful DC 15 Charisma (Performance) check 
  avoid the golem's wrath.  
   
  13. RUNESTONE CAVERNS 
   
  13A. MAIN CAVERN 
  A sterile, blue-white light paints this cavern and its many 
  stony teeth, as if a dentist has set up shop far below the 
  earth. Its light sheens off every stalactite and stalagmite, 
  every dripping drop of water that falls from the ceiling. 
  That sterile light wipes away every shadow, reveals every 
  nook and cranny; it banishes the secrets from this place, 
  letting the truth rot for all to see.  
  At the heart of it all twists a massive stalagmite crowned 
  with a glowing crystal within which floats a red rune—a 
  pupil, almost. Caves lead off into the dark, but you pay 
  them no mind. The floor is strewn with the broken 
  remains of golems, which point towards that stalagmite, 
  as if they threw themselves against a lethal force that 
  extolled from them the ultimate price. 
   
  SURVEILLING THE TOWER 
  If the party decides to surveil the tower, the hours pass slowly 
  before anything or anyone emerges. Structure this as a series of 
  choices, after which they see the results of their surveillance: 
  1. When the party chooses to surveil the tower, an hour 
  passes, granting them the benefit of a short rest. Nothing 
  emerges from the tower. 
  2. Choosing to continue, two hours pass. At one point, a stone 
  golem meanders into the cavern; contest the party's Stealth 
  checks against its passive Perception score. If they go 
  undetected, the golem approaches within 10 feet of the 
  tower (as far as the wards placed by Ezzat allow) and rails 
  silently at it, protesting against the lich. This lasts for about 
  twenty minutes before the golem lumbers back into the 
  dark, satisfied with its work. 
  3. Forty-five minutes later, Ezzat lets out Ipses, the pseudo-
  dragon, to feed. After fifteen minutes, Ipses returns to the 
  tower and Ezzat shuts the door. 
  4. An hour after Ipses returns, 1d4 cultists and one cult 
  fanatic from the Shadowdusk Expedition come to inspect 
  the tower. This inspection lasts five minutes, after which 
  the cultists hightail it back to the tunnel to Level 21, where 
  Akarrth has set up camp. 
  5. Thirty minutes later, the Gentlemen Bastards arrive to 
  scout out the tower. They creep around its base for two 
  minutes and then hunker down in Area 13F to plot their 
  next move.  
   
   
   
  
   
  207 
  14. THE RUNESTONE 
  The Runestone is comparable to the Eye of Sauron in Lord of 
  the Rings. When they at last approach the tower, the Mad Mage 
  peers through the Runestone but does not say a single word. 
  Read the following:  
  You creep towards that Stalagmite Tower, bathed in the 
  blue-white light of the Runestone above. You're tense: 
  with dread, with anticipation. A showdown with a lich is 
  no trivial matter. You push away the doubt, but it finds a 
  way to crowd back into your mind, drowning out reason, 
  drowning out hope, drowning out the dawn. The 
  Runestone watches over you, its sterile light almost 
  calming—until suddenly it twists crimson. 
  You flinch, a rat caught on the floorboards—surely it 
  must be a spell of the lich Ezzat! The Runestone's light 
  paints the cavern crimson, but before you decide to hide, 
  flee, or gun it, you see in the Runestone's heart a familiar 
  symbol: the personal, purple rune of Halaster Blackcloak 
  himself. It gazes down upon you like an immense, fiery 
  eye, perceiving all before it. 
  But no fire comes, no lightning. The rune… the rune 
  winks at you—and you know that the master of 
  Undermountain has wished you luck against dreaded 
  Ezzat! Halaster has given you his blessing!   
   
  15. OUTER DOOR AND FOYER 
  In terminal silence, you approach the stalagmite tower. 
  The air is thick, as if the caverns themselves have deigned 
  to hold in a breath on your behalf.  
  There's only a single door to this lich's lair: a doorway 
  carved with a bas-relief of a human skull, a black sapphire 
  embedded in each eye socket. The skull is grinning a grin 
  that stretches too far to be human. Your eyes flick up to a 
  message carved into the lintel: "GO AWAY!" These words 
  of unwelcome ring throughout your ears, repeated inside 
  your mind with growing alarm.  
  If the adventurers trigger the trapped vampires, read: 
  As you push against the door, the twin sapphires begin to 
  glitter! Without a sound, they unleash a flash of light—
  and when at last you blink away that blinding pain, the 
  causeway to the tower is shrouded in mist—a sudden mist 
  streaked with crimson veins. 
  The mist rapidly begins to condense, outlining two 
  elven figures, gaunt and doubled over in apparent agony.  
  The vampires appear in unoccupied spaces within 10 feet of the 
  outer door. Once they've reverted to their true forms on the 
  second round of combat, read the following: 
  Throughout the mists beat twin heartbeats that quickly 
  wither into silence. The elves' translucent forms solidify. 
  What you notice first are the fangs—vampires!  
  The first elf stretches, cracking every vertebrae in its 
  spine. "Half a century imprisoned in an opal!" he shouts! 
  "Sapphire," corrects his counterpart. 
  "What?" 
  "Sabatene, we were in sapphires, not opals." 
  This "Sabatene" gives his counterpart an incredulous 
  look. "What difference does it make?" 
  "Well, geologically speaking—" 
  "You shouldn't speak with your mouth full, Tebran!" 
  "My mouth isn't full?" Tebran stammers.  
  "Then shut up and fill it!" The vampire bears its fangs 
  and lunges at you!   
   
  16. ANIMATED STAFF 
  Amidst a cozy nook, sandwiched between a gameboard 
  and the door, floats a staff carved from glacial ice.  
  The staff continues to float, seemingly inanimate, in the center 
  of the room, hoping that a creature tries to touch it (and thus 
  bewitching them). Otherwise, it attacks as they attempt to leave 
  the room.   
  Statistics. See Appendix B for the animated staff of frost's 
  statistics.  
  Roleplaying the Staff. The sentient staff can speak Common! 
  It is a haughty creature that believes itself due for a great 
  destiny, so long as it faithfully serves the lich Ezzat for a time, 
  for however long it deigns, for it is free to leave of its own 
  accord is it not—for it is an imperial creature, fully dressed in 
  the regalia and authorities befitting a king! Or, at least, that's 
  how the staff views itself. You can draw on any of the following 
  dialogue:  
  • "It shall be a cold day in the Nine Hells before I submit to 
  you—cold, get it? Ha! Don't you get it! You get it, right? You 
  do? Great! Now die." (The staff is likely to cast cone of cold 
  immediately after this.)  
  • When the staff casts ice storm or wall of ice, it says, "There's 
  snowplace like home!" or "It's easy to become ice-olated in 
  these depths…" 
  • "You don't like my genius puns? How cold of you." 
   
   
   
  
   
  208 
  17. LICH'S STUDY 
  Thanks to his alarm spell placed on the tower's door, Ezzat will 
  already be aware of the party, unless they went to the pains of 
  casting dispel magic on it. When the party arrives, treat it as a 
  cutscene. Let Ezzat have his say then jump straight into combat. 
  Read the following: 
  At last you see him, dreaded Ezzat, the lich that has rattled 
  even the Mad Mage. His gaunt, skeletal form is hunched 
  over a desk piled high with dusty tomes of ancient lore, 
  reading by the light of candles made from the skulls of 
  rats. His voice is like gravel: 
  "Yet another party of fools sent to their deaths by the 
  Mad Dog of Undermountain." The lich heaves a heavy 
  sigh and turns to face you. Twin spokes of blue fire blaze 
  in his eyeless skull. "Can you not see the futility of your 
  quest? Can you not hear that dog howling in the distance, 
  cackling, chortling? I need not ask this more than once: 
  turn back on your path. Cast off your shackles. Free 
  yourselves from the Mad Mage." 
  Ezzat's next words fall with all the impact of hail on a 
  grey day: "Join me, and together we can cleanse 
  Undermountain of Halaster Blackcloak once and for all."  
  If the party declines Ezzat's invitation to conspiracy, he sighs 
  and says, "So be it. Let's get this over with." 
  Tactics & Roleplaying. See the preamble for this chapter for 
  Ezzat's tactics and roleplaying tips.  
   
  19. EZZAT'S SCRYING MIRROR 
  The scrying mirror here should always be fixated on the false-
  Halaster, otherwise the party will miss it. However, if the party 
  fights Ezzat here, Halaster ends his trick and allows the mirror 
  to view him directly. He sits on his purple marble throne within 
  his tower on Level 23. Read the following: 
  Amidst the carnage, the nearby scrying mirror bubbles 
  over with static. Gone is the image of Halaster sweeping 
  and in its stead is the Mad Mage himself seated on a violet 
  throne. His personal rune glows behind him, carved into 
  the wall. 
  "Yesss," the Mad Mage purrs. He pushes himself to his 
  feet, shouting, "Yes! Strike him down! Strike down the 
  Betrayer! Strike him down and let this world know a 
  brother's scorn!" 
  On every subsequent round, Halaster gets closer to the "camera" 
  of the scrying mirror until his face is pressed up against it, every 
  craterous pore and liver spot gaping on its surface. By then, 
  Ezzat looses a blast of lightning at the mirror (no action 
  required), destroying the mirror so that maddened voyeur can't 
  watch his demise.  
   
  23. EZZAT'S PHYLACTERY 
  The stone lid groans, opening upon a cave—or, rather, a 
  chamber meticulously carved by magic to resemble one. 
  It glitters with a sky's worth of tiny stars, each a crystal 
  fragment. Beneath this starry sky is an ornate silver box—
  and guarding it is a six-armed maiden whose torso ends at 
  a serpent's body! Your mind reels against her shrill cry: 
  "Years burdened, but no more! No more!"  
  SPECIAL EVENT 
  You can include the following special event: 
   
  THE GENTLEMAN'S HELLO 
  This event only occurs if the Gentlemen Bastards are added to 
  this level and if they're opposed to the party for whatever 
  reason. You can, however, replace them with another party.  
  Whether it's for revenge or to nab Ezzat's already-stolen 
  phylactery, the Gentlemen Bastards stage an ambush they 
  lovingly call "The Gentleman's Hello." Assuming that their 
  adversaries will be returning the phylactery to the genies on 
  Level 19, the Bastards hide in the tunnel leading to Area 2. 
  Ultimately, their goal, once the attack begins, is to push the 
  party back to the chasm in Area 3. 
  Variant. If your version of the Bastards are loathe to fight the 
  party, they retreat to L19. Jocelyn casts seeming, disguising one 
  Bastard as a genie and the others as medusas (if they suspect the 
  party will turn in the phylactery to the dao) or as water genasi. 
  To see through this illusion requires a DC 15 Int. (Investigation) 
  check made as an action. If the ruse is blown, the Bastards either 
  hightail it or fight.  
  Tactics. During the ambush, the Bastards employ these 
  heavily-rehearsed tactics:  
  • For the purpose of this ambush, Jocelyn (warlock of the 
  archfey) has the One with Shadows eldritch invocation. She 
  can use an action to become invisible until moving or taking 
  an action or reaction. Before the party arrives, she casts silent 
  image (which she can cast without using a spell slot) to paint 
  the tunnel to Level 19 as if it were blocked by a rockfall. She 
  remains invisible nearby, concentrating on the spell. This, 
  hopefully, gives the party pause. To discern her illusion 
  requires a DC 15 Intelligence (Investigation) check made 
  with an action. 
  • Perlos, an assassin, waits behind the rockfall illusion. He has 
  already made an Investigation check to see through it. He is 
  hidden behind the illusion. On his first turn, he fires off a 
  poisoned light crossbow attack against the party, possibly 
  surprising them. Once Grel Momesk or Ilinar have waded 
  into the melee, Perlos joins in, making two shortsword attacks 
  per turn and utilizing his Sneak Attack feature. 
  • On her first turn in combat, Jocelyn drops concentration on 
  silent image and casts conjure fey, summoning a yeth hound 
  (see App. B), loosing it on the party.  
  • On its first turn, the yeth hound uses its Baleful Baying 
  ability. Since it's friendly to Jocelyn and her allies, the 
  Bastards are unaffected. Creatures that fail the Wisdom save 
  must run from the hound; the hound tries to force the party 
  south towards A3 where Grel Momesk and Ilinar are waiting.  
  • Grel Momesk (champion) hides out of sight in the tunnel to 
  Area 2. Once Perlos has kicked off combat, he storms into the 
  area and flanks the party. If a character is at the edge of the 
  chasm in Area 3, he takes the Shove action. Characters that 
  fall into the chasm take 20d6 damage from the fall.  
  • Ilinar (elven war priest) hides with Grel; on his first turn in 
  combat, he casts crusader's mantle. He stays within 30 feet 
  of Grel, Perlos and the yeth hound. He blasts clumps of foes 
  with a flame strike spell. Once the party has been routed to 
  the chasm in Area 3, he casts spirit guardians and tries to 
  block off any escape. For most of his turns, he pairs healing 
  word with the Attack action.  
   
  
   
  209 
  EPILOGUE 
  Defeating a lich is no easy task; doing so advances the party 
  half-way to 17th level. Soon enough, they'll have 9th level 
  spells at their disposal.  
  Back to Level 19. If the party returns to Level 19 to turn in 
  Ezzat's phylactery, the opposing genie attacks them. See the 
  Companion's previous chapter for details on this attack.  
  Send-Off. You can cap off your session with one of the send-
  offs below; one is written for if the party failed or didn't bother 
  to steal Ezzat's phylactery; the other assumes they completed 
  the quest, in which case you should deliver it after the party 
  turns in the phylactery to a genie on Level 19.  
   
  THE LICH ROBBED 
  With an air of victory all around you and the phylactery 
  handed off to your benefactor, an image of Halaster steps 
  out of the wall as if it were a door. His hands are greasy. 
  So is his hair; it's all slicked back with a foul-smelling 
  grease. His smile is just as greasy and he beams it at you 
  like torchlight.  
  "Well, well, well, well done!" Halaster shouts, his voice 
  thundering across the cavern. The image wavers with 
  static. "My dearest contestants, my friends, my stars. 
  Ezzat'll never live this down. In fact, he'll never live 
  again!" Halaster throws back his head and cackles with 
  delight. He doubles over and slaps his own knee. "No 
  longer shall he plague my thoughts! No longer shall I 
  weep at the memory of what once was and what could 
  have been! No longer will I need to remember the brother 
  I so loved and cherished. No longer…" 
  The image of Halaster rapidly begins to fade, first 
  losing all color, then definition. "No longer… must I feel 
  human. No longer must I feel at all…" The image sobers, 
  giving you a blank look. His eyes go wide with the 
  realization of it all. The Mad Mage blinks—once, twice—
  and by the third time, he's gone to lament the loss of one 
  he loved so well.  
  After this, ideally at the start of your next session, the party 
  should have to face the wrath of the genie they've just 
  condemned to an eternity in Undermountain. See DotMM 19 
  for details.  
   
  THE LICH UNTOUCHED 
  Your mind rings with heavy silence, as if you've fallen 
  prey to a curse of tinnitus. The sounds of the world around 
  you are hushed and colorless, distant and faint. You try to 
  speak but can hardly hear your own voice. The ringing 
  thunders against your ears to the tune of your own 
  heartbeat; the very blood pulsing through your ears 
  becomes a storm so fierce it drives you to your knees—
  and as you crash to the dirt in absolute agony, an image 
  appears before you: a specter of Halaster Blackcloak. 
  Grim is his countenance. Grim and disappointed.  
  When he speaks, his voice thrashes through your head: 
  "You would spurn me? I, who gave you life? I, who gave 
  you purpose? Suffer! Suffer as I have the grey silence! 
  SUFFER!"  
  The party must all make a DC 18 Constitution saving throw or 
  take 4d10 thunder damage. A character that is reduced to 0 hit 
  points by this damage is not killed and is instead unconscious 
  and stable. If the entire party falls unconscious, they awaken 
  1d4 hours later with 1 hit point each. No enemies attack them 
  during this time, although you could have them dragged off to 
  Level 21 by the duergar raiders from Area 7.  
   
   
   
  
   
  210 
  LEVEL XXI: THE TERMINUS LEVEL 
   
  "You have found cowardice a soap with which you absolve your faults & flaws & crimes… fear not; I will make you clean," - Fazrian 
   
  QUICK NOTES 
  • 
  This level is almost entirely a social encounter that might 
  erupt into a deadly duel with a fallen angel and its yugoloth 
  minions. Once the party has met Fazrian and the duergar, 
  most exploration through the level will halt, consumed by 
  this encounter.  
  • 
  Fazrian knows when he hears a lie thanks to his Divine 
  Awareness trait! 
  • 
  Valtagar Steelshadow, the duergar archmage, is married to 
  Stalagma, a steel dragon (adult silver dragon) in disguise! 
  You don't want to meet his in-laws! 
  • 
  The passageway to L22 is found in A19A and is guarded 
  by an ultroloth. Do not prevent the party from escaping this 
  level, even if you're running the Judged From on High 
  plotline; the players must always have the choice to fight, 
  flee, or stand trial.  
  • 
  Clearing this level puts the party at 17th level; wizards, 
  sorcerers and bards that utilize their Magical Secrets 
  feature will now have access to the wish spell. See the 
  epilogue at the end of this chapter for advice on how to deal 
  with the wish spell.  
  • 
  Attempting to leave Level 21 provokes Fazrian's wrath.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following when running this level: 
  • The Companion added a simulacrum of Halaster to L12; 
  Erelal Freth, matriarch of the drow house, mistook him for 
  the true Halaster and sought to forcibly marry him to cement 
  a claim over Undermountain. He has been brought back to 
  serve as the prosecutor in the Judged From on High plotline.  
  • On Level 6, the party met duergar of Clan Ironeye, led by the 
  half-duergar Skella, during their raid on the Lost Level. Just 
  as they were added to L20 as a possible "in" with Valtagar, 
  you can utilize them on L21 as well. Skella, not knowing how 
  dangerous Valtagar's wife truly is, seeks to seduce the prince 
  and use him to cultivate her own influence over the duergar. 
  She can be added to the duergar patrols, Area 2, 6 or 15. She 
  can also be called as a witness in the Judged From on High 
  plotline, either endorsing or condemning the party.  
   
  REGIONAL EFFECTS: UNHOLY CHOIR 
  As described in Fazrian's regional effects, whenever combat 
  breaks out, an unholy choir begins to sing. The following songs 
  are suggested for this choir; it's important that you play the same 
  song each time: 
  • Two Steps From Hell's Unholy Requiem 
  • Mindhunter's "Main Titles" by Choir   
  • The Daughter of Darkness by Peter Gundry 
  • Bloodletting from the game Darkest Dungeon's Crimson Court 
  expansion 
  JUDGED FROM ON HIGH 
  The Terminus Level is well-designed—but you can ignore just 
  about all of it. This level shouldn't be a dungeon crawl; it isn't a 
  hack-and-slash. No, on this level, the party must talk their way 
  out of being put to death by the planetar Fazrian. For once, it 
  isn't a battlefield they must tackle, but a courtroom.  
  When adventurers (and players) gallivant across the world, 
  rarely do they think of the consequences—and when confronted 
  with consequence, they justify their actions, conveniently 
  absolving themselves of blame. Level 21 is your chance to bring 
  about their reckoning. Should they fail to convince the jury 
  and/or Fazrian of their virtue, the angel orders their immediate 
  execution. If the party doesn't just keel over and take it, the 
  angel unsheathes its mighty sword and attacks, along with any 
  minions it might have left.  
   
  CHARGES 
  The charges levied against the party must be tailored to fit their 
  history. Even the most virtuous characters will be judged as 
  corrupt by the corrupted Fazrian. You want to also confront the 
  party with their past crimes. So, at the very least, Fazrian 
  charges them with being corrupt; at the most, he tacks on 
  specific crimes and injustices they've committed. How does 
  Fazrian know these sins? Why, Halaster was kind enough to tell 
  Fazrian's yugoloth servants, who shared it with the planetar.  
   
  JUDGE: FAZRIAN THE JUST 
  Unsurprisingly, Fazrian presides over this court. Thanks to his 
  Divine Awareness trait, he can tell whenever a creature lies in 
  his presence. He does, however, wait until a substantial amount 
  of lies have been told to inform the jury in one fell swoop whose 
  testimony is false. Perjury is then added to the party's list of 
  crimes; other creatures might also be put on a quick trial during 
  a recess—in which the jury finds them guilty and Fazrian orders 
  the defendant's death. 
  
   
  211 
  Roleplaying Fazrian. In the fallen angel's mind, he can do no 
  wrong. He's soft-spoken and smug; when he resorts to violence, 
  he pretends to be disappointed, but he secretly revels in it. When 
  he speaks to others, he refers to them as his "children." To 
  cement his authority in an argument or decision, he admits that 
  he's literally "holier-than-thou." When Fazrian speaks, he often 
  pauses mid-sentence to sound profound.  
   
  JURY 
  The jury consists of five (or six) individuals, each with their 
  own vices and biases. The jury must be unanimous to carry out 
  a verdict; if they're hung, Fazrian decides the party's fate.  
  • The arcanaloths Aximus and Exekarus, who wish only to 
  please Fazrian, unless bribed otherwise. They go in whatever 
  direction they believe Fazrian would want them to. Thus, if 
  Fazrian seems impressed with tales painting the party as 
  heroes (such as testimony claiming that they defeated Ezzat 
  or the Vanrakdoom cult), the fiends probably vote not-guilty.   
  • Valtagar Steelshadow, the duergar archmage. Unless he is the 
  only outlier, he always votes guilty—hoping to provoke a 
  conflict between Fazrian and the party. He privately tells the 
  party that he has their "best interests at heart" and promises 
  to vote not guilty.   
  • Malgorn, the duergar of Area 10B that hungers for the last 
  card to complete his Three-Dragon Ante deck. If the party 
  gives him the card (which, per the Companion, he knows is 
  in Area 23C) he votes not guilty. However, slaying the 
  otyughs in Area 23C will likely enrage Fazrian—if they're 
  caught. Malgorn was chosen as a juror precisely for how 
  insignificant and irrelevant he is. In this manner, he 
  represents the Common Man, according to Fazrian.  
  • Thomas Clarke, a LG human commoner summoned straight 
  from Waterdeep. He has no idea what is going on or why he's 
  suddenly in Undermountain. Winning him over is simple.  
  • Trobriand (iron golem with an Int. of 20 and 18th-level 
  spellcasting, found on L23). This apprentice of the Mad Mage 
  is unaligned; the transference of his spirit into a metallic 
  vessel has scrubbed away his morality. With him, sound 
  reasoning and logic prevail. Add Trobriand only if you wish 
  to introduce him to the party before they reach Level 23.  
   
  EXECUTIONER (AND BAILIFF) 
  The nycaloth Raxxus follows the planetar's orders without 
  hesitation. It acts as the bailiff, and when it gets lucky, the 
  executioner of the court. Fazrian does not assist Raxxus unless 
  the fiend's life is in danger. 
   
  PROSECUTOR: SIM, HALASTER'S SIMULACRUM 
  The prosecution consists of Sim, a simulacrum of Halaster 
  himself. He was first added to the campaign by the Companion 
  on Level 12, wherein Erelal Freth mistook him for the true Mad 
  Mage and sought to marry him, cementing her claim to all of 
  Undermountain. Sim's statistics are included in Appendix B 
  under Halaster's simulacrum. Sim was created by Halaster to 
  entertain guests or fulfill commitments he himself couldn't be 
  bothered with. He's forgotten Sim's very existence and would 
  surely destroy him if he remembered. Sim, who frankly enjoys 
  existing, does his best to sneak under the Mad Mage's radar.  
  Sim shares much of Halaster's personality, but little of his 
  power or insanity. His power is capped, per the simulacrum 
  spell, and his attachment to the Knot in the Weave is virtually 
  nonexistent. He's thus much less powerful than the true Mad 
  Mage. He must also abide by the alterations to magic in 
  Undermountain, making it impossible for him to teleport. Now 
  free from Erelal Freth, he reveals his identity to anyone who 
  takes the time to listen.  
  Simulacrum. As a simulacrum, Sim is severely handicapped: 
  he can't regain hit points except in an alchemical lab, forcing 
  him to avoid confrontations; he can't ever regain expended spell 
  slots, many of which he wasted over the years, effectively 
  reducing him to a 7th-level spellcaster; and he lacks the capacity 
  to learn, meaning he will never increase in power. All in all, this 
  creates a meek, feeble, and terrified version of the infamous 
  Mad Mage. 
  A Gig's A Gig. With no other purpose, Sim has found 
  employment as Fazrian's prosecutor. He's still fresh on the job, 
  however, and sort of bumbles his way through trials. This is 
  much less a problem now that he doesn't represent defendants.  
   
  DEFENSE 
  The party receives no outside aid or counsel and must represent 
  themselves. They are told before the trial begins that they can 
  call upon at least five witnesses to testify on their behalf.  
  Ideally, the party should rely on a character proficient with 
  History and Persuasion; the former relates to legal decorum and 
  the latter is self-explanatory.   
   
  WITNESSES 
  The prosecution intends to call at least five witnesses to provide 
  testimony against the party, proving themselves to be evil or 
  corrupt. For every witness the prosecution calls, the defense is 
  allowed to call another. Halaster remotely summons that 
  character to Area 23B, whether they're even aware of the trial 
  or not. Likewise, both the prosecution and defense can question 
  a witness, regardless of who called them. You must tailor these 
  witnesses to your party. Possible witnesses include:  
  • Yek (goblin boss, L2) or any other Rustbone goblin 
  • Rizzeryl (drow mage, L2) who opposed the Xanathar Guild.  
  • Azrok (hobgoblin warlord, L3), who may have been aided 
  by the party by virtue of opposing House Auvryndar. He 
  likely has an intellect devourer in his skull, implanted by the 
  mind flayer on Level 3.  
  • Wyllow (archdruid, L5) who likely fought the party. If the 
  party also killed or drove off Illuun (the aboleth of L4), she 
  might begrudgingly call the party "neutral at heart" or even 
  endorse them.  
  • Skella Ironeye (duergar/duergar warlord of L6, who may 
  already be present on this level). If the party aided them in 
  finding the Tomb of King Melair or fighting off invisible 
  stalkers, she endorses them.  
  • The stone giants of L7 if the party somehow reversed their 
  magical amnesia or otherwise brought happiness back into 
  their lives.  
  • Chanterella (myconid sovereign, L13), who they may have 
  aided. Likewise, Zox Clammersham, the gnome archmage 
  of L13 might endorse the party if they saved him from the 
  hobgoblins.   
  • The githzerai zerths of L15, who would endorse the party if 
  they saved Ezria from L16 
  • The githyanki of L16, who are likely pissed that the party 
  rampaged through their home.  
  
   
  212 
  • Characters that were stuck in the Alterdeep simulation of L17, 
  if it was shut down by the party.  
  • Portia Dzuth (champion) from Vanrakdoom, if she was freed. 
  If she testifies that the party ended the cult, it scores big in 
  the eyes of Fazrian and Thomas Clarke.  
  • Any character of Skullport—if the adventurers overthrew the 
  Xanathar Guild whilst there.  
   
  ACT I. WE THE VIRTUOUS…  
  Act I starts when the adventurers are first brought to Area 23, 
  where they meet Fazrian. The planetar is already aware of the 
  party's crimes, having been told by Halaster, whose letter is on 
  the arm of Fazrian's throne. This brief part consists of Fazrian 
  charging the party and laying down the rules of the trial. If the 
  party tries to flee during his speech, all exits to Area 23 slam 
  shut, requiring a DC 29 Strength (Athletics) check to pry open. 
  A knock spell works as well.  
  When Fazrian begins his spiel, read the following; it assumes 
  the party has already identified him as an angel and that they've 
  already been introduced. 
  The angel lifts a letter whose envelope was once sealed 
  with a violet, wax "H." "Halaster," you instantly think, 
  knowing that this is a trap lain for you by the Mad Mage.  
  "I have been apprised of your crimes, of which there are 
  many, my children. Courage. Good judgment. These are 
  the ideals of my lord, Torm. Ideals that creatures both 
  mortal and immaculate must live by. You… You have not 
  lived bravely; you have not exercised restraint nor good 
  judgment. You have found cowardice a soap with which 
  you absolve your faults and flaws and crimes. But fear 
  not, for now in the eyes of Torm, I myself will wash you. 
  I will make you clean. I will make you whole at last." 
  The angel stands from his throne of bones, resting his 
  greatsword against its side. "Justice shall be meted out in 
  these halls. Justice is blind; it is fair. And so shall you 
  stand trial before Torm… Before me. Tomorrow begins 
  your trial. An unbiased jury shall be called to weigh in 
  against the charges being levied against you. The 
  prosecution shall call witnesses to bear sacred testimony 
  to your crimes. I suggest you prepare a list of those that 
  may exonerate you. The Mad Mage has offered his aid in 
  summoning these individuals to these halls. I tell you this 
  now: there are no half-measures in the Dogma of Torm. 
  Should you be found guilty of corruption, death will be 
  your just reward." 
  With a cherubic word, the greatsword animates, flying 
  straight into Fazrian's hand. "But, my children, should you 
  try to flee the Deep Mines, I myself will give pursuit—
  and know this: I have chased fiends and sinners across the 
  sordid planes since before your world was even a pile of 
  smoldering dust. There is no escaping the Long Arm of 
  Torm." 
  With that, Fazrian grants the adventurers their leave, graciously 
  allowing them to take up Area 10 as their temporary residence. 
  However, before they leave, he has each of them swear the 
  following oath, using his Divine Awareness trait to determine 
  whether they will defy his rule: "I swear to remain here in the 
  Deep Mines until the trial's conclusion; I swear to respect the 
  verdict rendered unto us by the jury and to accept the sentence 
  meted out, should guilt be found." 
  Fazrian focuses on which clause a character lies about. Even 
  if they lie, he still wishes to go through the farce of a trial before 
  executing them.   
  Witnesses. After being dismissed, the party must compile a 
  list of witnesses (preferably five) that they can count on to 
  provide favorable testimony, and deliver that list to Fazrian 
  directly or indirectly via a minion. Remind your players that 
  you yourself will be roleplaying these NPCs, so they must give 
  you notice. Not calling witnesses all but dooms their defense. 
  Also remind them that they are representing themselves, 
  whereas, apparently, a prosecutor has been appointed.  
  Keeping the Party Weak. If the party is at full strength, they 
  can likely prevail over Fazrian. He knows this; the Mad Mage 
  knows this; and they, of course, suspect it. If you cannot afford 
  for the party to achieve a long rest, have Halaster drop a 
  beholder zombie on them whenever they try to finish one.  
   
  ACT II. COURT IS NOW IN SESSION 
  Act II begins the next day with an unannounced visit by the 
  nycaloth, Raxxus, who escorts the party to Area 23. When they 
  arrive, Fazrian is not yet there, but the jurors and prosecution 
  are. As described in Area 23B, the prosecution stands before the 
  crystal menhirs; the jurors (and witnesses) share the north wall. 
  Meanwhile, the defense must stand with their backs against the 
  open pit, just beyond the reach of the otyughs lairing there.  
  Jurors. Generally, the party is barred from speaking to the 
  jury; Raxxus moves in if they try, insisting (with his axe drawn) 
  that they take their places near the pit.  
  Prosecution. The Companion assumes the party is already 
  familiar with Sim, having met him on L12. Adjust accordingly 
  if you never included him or he died. When he first sees the 
  party, read the following: 
  You look towards the prosecution—and it's Halaster 
  himself. Halaster Blackcloak! Prosecuting you in a trial 
  he has surely set up himself! With fury in your veins, you 
  rush forward, but, when the mage turns around, you 
  instead hear the mewling voice of Sim, the simulacrum: 
  "Oh, hey! It's you guys! What are you doing here?" 
  It takes Sim, who's a bit daft, to remember that it's the party that 
  he's prosecuting this time. He explains that, after untangling 
  himself from House Freth, he found his way to the Terminus 
  Level. Since he is not truly alive, Fazrian could not judge him 
  ("He just about short-circuited," Sim says) and thus decided to 
  hire him for a "greater purpose." Initially, that was to counsel 
  and represent defendants, but after proving himself to be a little 
  too green, Fazrian relegated him to prosecution instead.  
   
   
   
  
   
  213 
  ALL RISE 
  When the trial is about to commence, Fazrian enters the 
  chamber (from Area 24, if you don't mind betraying the location 
  of the secret door; in which case he was cradling the headless 
  corpse of the cleric Brythia, believing it will keep him "true" 
  and "just"). Read the following:  
  Whilst the chamber bubbles with chatter, the fiend 
  Raxxus raises his voice and greataxe, shouting "All rise 
  for Fazrian the Just!" 
  With an eerie smile stretched taut across his face, the 
  angel glides into the chamber to the tune of that unholy 
  choir. He takes to his throne of bones and sighs dreamily. 
  "Please be seated. Court," he says, fondling the hilt of his 
  greatsword, "is now in session." 
  Tailor the proceeding dialogue to your party. If they have a 
  group name use it. Otherwise, Fazrian calls on their true and 
  full names. If a character has neglected to give their true name, 
  or hid an embarrassing middle name, for example, Fazrian 
  somehow knows it and declares it to the court. Likewise, he 
  must name the charges being levied against them; by default, 
  this is merely "corruption." 
   
  PROCEEDINGS 
  The trial is divided into three "rounds" interrupted by recesses. 
  Both the prosecution and defense can call a recess which can 
  last 10 minutes to an hour. Any further recesses require a party 
  to succeed on a DC 18 Charisma (Persuasion) check against 
  Fazrian. While they are forbidden from speaking to jurors 
  during a recess, the party will find that that is their only chance 
  to do so.  
  Calling Witnesses. The prosecution calls the first witness; the 
  defendants, of course, have a chance to cross-examine that 
  character. The defense can then call their witness. Each round 
  should two witnesses from both sides. The third round is 
  reserved for the fifth and final witnesses, plus any surprise 
  witnesses called by the party.  
  Objections. Whenever a party objects to how the opposition 
  questions a witness, they must succeed on an Intelligence 
  (History) check to convince Fazrian to sustain or overrule this 
  behavior. Characters cannot, however, just shout "objection, 
  your honor" without providing a valid reason rooted in legal 
  decorum. Thus, Charisma (Persuasion) checks have no bearing 
  on Fazrian's decision, but History checks do. Unfortunately for 
  the party, Sim has a +15 to Intelligence (History) checks. 
  The following reasons are proper and valid for an objection 
  to a question asked of a witness: 
  • Ambiguous, confusing, misleading, or vague questions  
  • The question makes an argument rather than actually asking a 
  question 
  • The same question is continuously asked to a witness even 
  after already receiving an answer 
  • Asking the jury to prejudge evidence, even if certain facts are 
  proved thereafter that they claimed would sway their vote 
  • Assuming a fact as true without evidence 
  • Badgering or antagonizing a witness to provoke a response 
  such as by mocking them or not giving them time to respond 
  • The question calls for conclusion (i.e., asking for an opinion 
  rather than a fact) 
  • The question calls for speculation (i.e., asking for the witness 
  to guess the answer rather than rely on the known facts) 
  • The question is a compound question with multiple questions 
  strung together; Sim is always quick to call these out just to 
  be annoying 
  • Hearsay (i.e., the witness doesn't personally know the answer 
  but heard it from elsewhere) 
  • The witness is incompetent and not qualified to answer the 
  question 
  • The question is irrelevant or inflammatory, intended to cause 
  prejudice against another party 
  • The question is leading (i.e., suggestive of an answer to the 
  witness). Leading questions can be sanctioned if the attorney 
  asks Fazrian for permission to treat the witness as hostile  
   
  Convincing Jurors. Each of the jurors have a bias, vice, or 
  sympathy. Whenever the prosecution and defense are in 
  opposition to a point (such as whether one specific act was evil 
  versus being justified), contest each side in a Persuasion check. 
  When this check is related to compassion, use Charisma; when 
  it's based on logic and facts, use Intelligence.  
  • Thomas Clark's simple world is black and white. He is swayed 
  by evidence painting the adventurers as heroes or villains.  
  • Valtagar cares only to provoke a conflict between the party 
  and Fazrian; if voting guilty precipitates this, he does not 
  hesitate to.  
  • In a twisted way, virtuous acts swayAximus and Exekarus, as 
  they vote how they perceive Fazrian wants them to. So, if the 
  planetar seems impressed or revolted by testimony and 
  evidence, they follow suit.   
  • Without the last card of his Three-Dragon Ante firmly in his 
  pocket, Malgorn is swayed solely by logic. Like other 
  duergar, he is pragmatic and cruel; arguments painting their 
  actions as necessary resonate well with him.  
  • Heartless, Trobriand is swayed only by logic. He cares not for 
  the morality of one's actions, only if they were justified 
  legally or naturally. He would not find a lion guilty for 
  murder if its victim was an antelope; likewise, he would not 
  find the party guilty of murder if sparing a foe would conflict 
  with their goals. In Trobriand's mind, there is no need to seek 
  other solutions when an acceptable one is already available.  
   
  ACT III. THE VERDICT 
  After all of the hullabaloo is finished, the jurors retire to A14 to 
  deliberate on the party's fate, which takes 4d10+35 minutes. 
  How they vote is determined by each juror's internal biases. In 
  the meantime, Fazrian does not allow the party to leave Area 
  23B. Raxxus remains at his side and all other witnesses are 
  dismissed and returned whence they came.  
  As the jury deliberates, the party may be tempted to flee or 
  fight. Don't deprive them of their agency. If they attack Fazrian 
  and its nycaloth, the planetar calls for aid. The arcanaloths in 
  A14 hear and answer their master's call. See Area 23 for Fazrian 
  and the yugoloths' tactics. 
  Once they're finished deliberating, the jury files back into 
  Area 23B to render their verdict. If you do not want so many 
  characters at the scene of the battle, then reduce their numbers. 
  Trobriand would leave immediately, not returning to Area 23. 
  If the verdict is guilty, Malgorn also decides to dip, knowing 
  he'll likely wind up dead in the crossfire; Valtagar might send 
  him to fetch his wife Stalagma (an adult silver dragon) and his 
  iron golem from Area 15.  
   
   
   
  
   
  214 
  THE JURY HUNG 
  If the jury couldn't come to an agreement, Fazrian takes matters 
  into his own hands. Read the following: 
  The jurors file back into Fazrian's court, stony-faced. It's 
  the duergar prince, Valtagar, that delivers their verdict. 
  "We the jury, pursuant to our oaths sworn, on the matter 
  as to whether the defendants ought to be sentenced to 
  death, cannot come to a unanimous agreement." 
  The silence is deafening. The jurors almost seem to 
  cringe with the expectation of a scolding by Fazrian. The 
  angel, however, looks only to you, gathered there before 
  the pit into which you're dead-certain other defendants 
  have been tossed. The angel frowns. Its greatsword flies 
  into its hand as it stands and descends from its throne.  
  "With your peers splintered, it is up to… a higher being 
  to decide your fate." He levels the sword at you. "There 
  will be no amnesty, no mistrial. It pains me to do this, my 
  children, but this is the fate you have earned. You've only 
  yourselves to blame. Raxxus! Perform your duties, my 
  child!"  
   
  THE VERDICT: GUILTY 
  If the jury declares the party guilty—a verdict likely engineered 
  by Valtagar—read the following: 
  The jurors return to the quiet hall. You look to Valtagar; 
  he tries to avoid your gaze and silently shakes his head. 
  It's one of the duergar priests that declare to the court, "We 
  the jury have found the defendants… guilty as all Hell, 
  my lord Fazrian! Guilty! Rot is in their souls, my lord! A 
  rot that has spread and will spread to others if they are not 
  cut down now! Do so, my lord, we the jury do beg! Do 
  so!" 
  The angel lifts a hand, silencing the mad priest. 
  "Enough of these theatrics, Aximus. This court will not 
  tolerate such buffoonery." The angel stands from his 
  throne, descending reluctantly. "The jury has found you 
  guilty—and so you are. The only punishment in the court 
  of Torm for the failure to be pure… is death. Raxxus, 
  perform your duties." 
  If Valtagar is confronted later over voting guilty along with the 
  rest of the jurors, he lies, claiming that the arcanaloths assured 
  him that Fazrian would see him, his wife, and his people dead 
  if they "so clearly lacked the judgment to denounce these 
  degenerates." He's a victim see? This, however, is a flat-out lie.  
  As described in DotMM, a character that willingly submits 
  themselves to Fazrian's judgment is deemed innocent and can 
  perhaps force the angel to confront its own folly.  
   
  THE VERDICT: NOT GUILTY 
  If the jury finds the party not guilty, Fazrian begrudgingly 
  spares their lives—but also demands they swear an oath to serve 
  him when he one day raises an army to purge Undermountain. 
  Read the following: 
  The "not guilty" verdict rings throughout the court. The 
  angel only thaws after a frozen moment when it 
  begrudgingly says, "So are you judged innocent by your 
  peers. Your lives are your own… to be spent in fulfillment 
  of further righteous causes." 
  The angel stands and descends from its macabre throne, 
  his greatsword in his hand. "But know this, my children: 
  there shall come a day when I will raise an army to purge 
  Undermountain of its degenerates, to bring light where it 
  is dark, and good conduct to where it is needed. I expect 
  you to swear an oath, here and now, before Torm himself, 
  to serve me when the time comes. Together we shall make 
  the world clean." 
  If a character swears the oath, Fazrian knights them with his 
  greatsword, declaring them to now "rise as a servant of Torm."  
  Screw It. At your discretion, Fazrian is appalled at the jury's 
  decision and decides to put the party to death anyway. Read: 
  The jurors stand as one, quiet but for Valtagar 
  Steelshadow, who proclaims in a solid voice, "We the jury 
  find the defendants not guilty." 
  Silence thunders across the hall. You look to the fallen 
  angel. His lips are set in a flat line that, only after another 
  moment, curls into a callous scowl.  
  "No," he whispers. Then a little louder: "No. This 
  cannot be. It will not be. You are mistaken, my children. 
  These 'heroes' are guilty of the most primitive deformity: 
  corruption. Do not blame yourselves, though. I am… 
  disappointed, but it was my mistake to trust the sheep to 
  spot the wolves amongst them." 
  The angel opens its palm; its greatsword—forged in the 
  fires of Heaven, no doubt—flies into its grasp. Fazrian 
  levels the cruel blade at you and denounces you: "For the 
  crime of unrepentant corruption, I, Fazrian, Hand of 
  Torm, sentence you to death." 
  Fazrian can only be mollified by a character that submits 
  themselves to his judgment, as described in DotMM.  
   
  REDEMPTION 
  If the party manages to force Fazrian into confronting his own 
  fall from grace, read the following: 
  Your words echo out across the courtroom, silencing all 
  others but the angel, who gapes at you. "I… I have fallen? 
  I, who basked in the warmth of Torm? You would dare 
  accuse me of cor—" 
  The angel's fury melts from its face as it confronts the 
  truth. It looks to its own hands, stained as they are. Its eyes 
  swing to the walls that weep blood. And then, just as 
  chaos is about to erupt, the unthinkable occurs: the angel 
  collapses to his knees and weeps. His sobs are like 
  thunder! His remorse is like a flash of light that blinds 
  you! You hear steel rasping against stone, and when you 
  blink away that blinding light, you see Fazrian impale 
  himself on his own sword.  
  "Forgive me, my lord Torm," the angel whispers as he 
  slowly sinks onto the steel and moves no more. 
  No one else moves. No one dares. Then a pillar of 
  golden light crashes in from the ceiling, illuminating 
  Fazrian's corpse, and rapturing it to the heavens above! 
  The weeping blood dries and evaporates and the tiles of 
  this forsaken place begin to glow gold. Fazrian's corpse 
  begins to float, disintegrating into golden motes of ash. 
  When all is done, not even his sword is left, having melted 
  into a puddle of molten steel.  
  
   
  215 
  AREAS OF NOTE 
  The following areas are of note:  
   
  1. ENTRANCE 
  When the party enters the Terminus Level, it's in minecarts led 
  along a tour narrated by Halaster. Read the following: 
  You come upon a great well of darkness that slants deep 
  into the earth, pierced only by a solitary minecart track. 
  Four carts lay along the flat. As you creep forward, 
  perpetually wary of traps, the world explodes into neon 
  lights, loud music, and far too much confetti to be 
  environmentally conscious. 
  Words burst into being above you: "THE TERMINUS 
  TOUR! NARRATED BY HALASTER BLACKCLOAK (YES, 
  THAT ONE)!" The disembodied voice of the Mad Mage 
  himself bounces off the walls, commanding you to get in 
  the minecart.   
  Assuming the party plays ball, read the following as their 
  minecarts roll into Level 21:  
  Your minecart teeters on the edge, stopping with a rusty 
  groan. You hear a spell muttered from all around you; 
  suddenly near-translucent hands materialize behind your 
  cart and give it a healthy shove. You go rolling through 
  the dark, islands of light passing you by. Halaster's voice 
  squeaks from above: 
  "Welcome to the Terminus level! Once upon a time, 
  King Melair—yeah, that Melair, of the Melairkyn 
  dwarves—sent his best and brightest to oversee his most 
  impoverished people as they lifted mithril from these 
  depths. If you look to your left, you can see where he first 
  found mithril. On your right is where he first found his 
  second deposit of mithril. Up ahead is where he 
  considered penning his dear mother but, ultimately, 
  decided he wasn't ready to open up that can of worms. 
  'Better not open that can of worms,' he muttered—and 
  truer words were never spoken, I tell you. Last I spoke to 
  my mother, she told me I ought to get some sunlight, 
  supply her with more grandkids. It was all 'are you eating 
  enough carrots? Did you try on that sweater I sent you?' 
  and so on. We lost contact shortly after; I wonder if she's 
  still alive. It's been… centuries. 
  "Up on the left is where Melair took a nap, by the way. 
  The dwarves—they worshipped him, you know—called 
  it King's Rest, pretentious buggers. Vast pilgrimages to it 
  every year, but whenever I just sleep in a mine, all I get is 
  a trespassing notice."  
  As your minecart speeds through the earth, you see it: a 
  small, hollowed out cave with a gilded pillow and 
  hammock strung up between two stalagmites. Halaster—
  you recognize his hand-writing—has put up a sign that 
  says "King's Rest, 4 copper."  
   
   
   
   
   
  Still Halaster prattles on; you can't escape him. When 
  you press your hands to your ears, you hear his voice 
  switch to a frequency that seems to come from within 
  your brain. You grit your teeth but that only makes the 
  voice chuckle. You thump your fist against the cart and 
  hear a snort. There's nowhere to go as Halaster rambles 
  on and on and on. He tells you all about the Terminus 
  Level, namely how he "honored King Melair" by using it 
  as a dumping ground for monsters, failed experiments, 
  and "tiresome grad students." 
  When at last the ride ceases, you glide gently to a stop 
  in a cavern with four exits, two of which contain more 
  mine tracks. Halaster shouts, "Thank you for partaking in 
  our tour! Also, you're doomed! So doomed! Doooomed!" 
  After that last bit, the mine tracks retract, rolling up like a 
  carpet. Thereafter, the tunnel gets bricked up right before their 
  eyes. A message then appears on the wall: "WE SINCERELY 
  HOPE YOU ENJOY THE TERMINUS LEVEL!" After a minute, 
  "WHILE YOU CAN" is added just below the first message.   
   
  2. ORE-FILLED CART 
  If the party has yet to encounter the remorhaz (see Wandering 
  Monsters in DotMM), this is an ideal area for it to appear. Do 
  include the duergar as well. If you do so, read the following: 
  Amidst your deadly tryst with this centipedal horror, you 
  hear the thunder of steel on stone. Out from the dark storm 
  dwarven warriors clad in bucket helms and armor 
  dripping with the omnipresent blood that weeps from the 
  walls. In Dwarvish, they shout a rallying cry: "For 
  Steelshadow!" The first warrior draws twin axes and leaps 
  onto the monster's tail, hacking and cackling with wild 
  abandon! 
  Once the monster is dealt with, the duergar present themselves 
  as vassals of Valtagar Steelshadow. If she wasn't slain on L6 or 
  L20, this warrior is none other than Skella Ironeye, the duergar 
  warlord (see Previously On… above). If not, the warrior is 
  instead Rojkarn Ironhead (a duergar with 40 hit points who 
  normally resides in A6). Once introductions have been made, 
  draw on the sample dialogue below, tailoring it to fit the identity 
  of the duergar speaking to the party: 
  • "If you're here… Fazrian already knows. Hurry! To the prince 
  with you before the giant orders you to court."  
  • On Fazrian: "A cruel giant whose skin is the color of 
  unpolished jade. I would mistake him for an angel if I hadn't 
  seen his callousness firsthand."   
  • "Prince Valtagar Steelshadow, pretender to the throne of 
  Gracklstugh, expects to meet all visitors to the Deep Mines—
  before it's too late. As his humble servant, I promise ye safety 
  and guest right." 
  • "These mines were once full of mithril; now, only iron and 
  monsters dumped here by the Mad Mage. Watch yourself; a 
  rift may open at any time." 
  • "Our people cannae suffer anymore incursions by the Mad 
  Mage. Somethin's got ta give! By when the iron dries up, I 
  pray to Laduguer that our fortifications are finished or we're 
  on our way back to Gracklstugh." 
   
   
  
   
  216 
  3. DEPLETED MINE 
  When the adventurers first visit this place, they are confronted 
  with a memory from the past. Read: 
  These mines have seen livelier days; the picks and 
  hammers of old no longer ring out here, instead lying in 
  rusting silence. Yet as you pick your way through the 
  tunnels, a warm wind blows in, and with it, a scene from 
  the long-forgotten past: 
  Apparitions climb from the dirt and walls, armed with 
  ghostly picks. They take to their work feverishly, watched 
  over by armed guards who cast out wary glances towards 
  the dark. You can tell that they're afraid, but of what? 
  The picks fall silent one by one as the dwarves haul the 
  last of their metals to a cart: mithril, that legendary ore. 
  As the last deposit is dropped off, a miner tells a foreman, 
  "That's the last of it, boss." 
  The foreman swallows and addresses the miners and 
  warriors alike: "Be quick; leave your tools where they are. 
  There are worse things down here than dark elves and 
  duergar. Say your last to the Deep Mines, boys. Say your 
  last to Undermountain." 
  With that, the apparitions vanish.  
   
  4. DEEPER MINES 
   
  4A. INVISIBLE SPIES 
  If the three duergar don't detect the party, they are engaged in 
  a conversation in Dwarvish by when the party arrives. Read the 
  following, if a character in the party shares a language with the 
  duergar: 
  In the dark float whispers shared between scared voyeurs, 
  all in the proud Dwarven tongue: 
  "They look hungry, Hoitr," a dwarf whispers. His 
  accent is acutely duergar. "Mayhaps we can enlist them."  
  "And where d'ye think we're supposed to get enough 
  food to feed these brutes? We're hardly scrapin' by 
  ourselves." 
  "Rojkarn—" 
  "Aye, aye, I heard the overseer's orders just the same as 
  ye. You wanna be the first dwarf to walk up, biscuits in 
  hand? Think you might like that? I say, we report back to 
  Rojkarn with inconclusion! Let some other poor saps be 
  the ones to make first contact with the giants!"  
  The duergar, all male, are named Hoitr, Heimyr, and Tawd. If 
  the adventurers come into view, Heimyr quickly shushes his 
  companions. When they see the adventurers, read: 
  As you search for those invisible spies, the silence 
  stretches until at last it is broken by a casual "Hey" in 
  Common.  
  "The name is Tawd," the whisper explains. "Servant of 
  Prince Valtagar, Lord of the Mines. You're just what the 
  prince has been looking for. Come, come, drop your 
  weapons and let us speak plain! All visitors to the Deep 
  Mines are extended guest right by the prince himself!"  
   
  4B. SOMETHING WICKED 
  The fomorians here are starving; an extraordinary display of 
  conjuring sustenance could placate them, such as a spell of 
  create food and water or heroes' feast. Whether sparing or 
  slaying these monsters impresses or angers Fazrian is up to you.   
   
  6. DUERGAR OUTPOST 
  If the adventurers have not yet met Rojkarn in Area 2, plant him 
  here as normal and rely on the dialogue presented earlier to steer 
  them towards Valtagar.  
   
  7. CLERIC'S END 
  You enter amidst chaos: a spectral maiden clad in the 
  livery of her deity swings wildly at an invisible foe. That 
  foe catches her winged mace and tears it from her grasp, 
  sending it flying—it fades away into the darkness. "No!" 
  she cries, "You are the hand of Torm! Act like—" 
  Before she can finish her indictment, her head is 
  separated from her shoulders by an invisible blade. It 
  careens through the air, landing at your feet. For a 
  moment, all is still; the maiden looks up at you with her 
  still, dead eyes, as blue, spectral blood oozes out onto the 
  floor—and all at once, blue blood begins to weep from the 
  walls around you, as if her death sealed the fate of this 
  dungeon. For a moment, everything is still. The memory 
  has played out, paused. But as if you sneezed, they 
  violently shatter into spectral glass and disappear.  
   
  9. MINERS' QUARTERS 
  When the adventurers first arrive to this area, they behold a 
  strange but harmless phenomenon: Melairkyn ghosts yet sleep 
  on the stone slabs. The apparitions are without sentience and 
  instead closer to an illusion. Read the following: 
  Dust covers every surface of this forgotten chamber, lit by 
  a soft but spectral blue light. On stone slabs, dwarven 
  apparitions slumber, just as they so clearly did in life, 
  some snoring, some stirring, some awake and mending 
  boots or writing letters. Once you step foot into the room 
  proper, they vanish, like a candlelight snuffed out with a 
  strong blow.  
  While the trial is underway, Fazrian allows the party to take this 
  area as their resting chambers. He has his pet nycaloth, Raxxus, 
  keep an eye on the chamber. The yugoloth remains invisible 
  thanks to its Innate Spellcasting trait.  
   
  10. COMMON AREAS 
   
  10B. DEN 
  If you're running Judged From on High, Malgorn is aware of 
  the location of the last card of his Three-Dragon Ante set: Area 
  23C. Desperate to receive it, he tells the party that the pit is 
  laired in by three otyughs ("living garbage disposers," he adds). 
  He says, "Listen to me! Listen! I will do anything for that card, 
  hear me? A favor for a favor. I swear it on the name of my father 
  and on the name of Prince Valtagar Steelshadow himself."  
   
   
  
   
  217 
  13. GRAND VESTIBULE 
  You come upon a grand vestibule streaked with blood. 
  The very walls weep with it, staining the murals that were 
  once so painfully carved into the walls. Its vaulted ceiling 
  is held up by old pillars, one of which is carved to 
  resemble a scowling, muscular dwarf with sapphires for 
  eyes—King Melair, perhaps? 
  A curtain of black dragon scales hang from a wall, 
  brittle but unaffected by the perpetual blood that so eerily 
  leaks from the walls. The curtain is opposite doors that 
  sport a waterfall carving. Its mithril inlays paint the scene 
  as one of flowing, molten metal. The craftsmanship here 
  is appallingly thoughtful, ruined now by that omnipresent 
  blood.  
  Suspended from the ceiling by iron chains is a massive 
  war-horn, 20-feet-long at least. The Dwarvish runes 
  etched upon its surface tell you that it is magical, 
  protected, or beloved—if not all three. Such is the legacy 
  of the Melairkyn dwarves, over whose toils you now 
  tread, eons after their disappearance.   
  While the adventurers are here, the doors to Area 14 open; the 
  arcanaloth Aximus (in his dwarven form) shouts at the party, 
  "Come to hear the Dour Words of Laduguer, eh? Quickly! 
  Quickly, before Brother Exekarus begins his eighth sermon of 
  the day!"  
  If the party hesitates or refuses to come, Aximus says "Don't 
  you want to be rosy with the lord?" but otherwise returns to 
  Area 14.  
   
  14. SHRINE OF LADUGUER 
  A thin, smoky haze chokes this low-lit chapel, at the heart 
  of which rests an iron altar traced with silver and shaped 
  like a giant anvil. A shield fit for a giant is mounted 
  behind it on the wall, bearing the symbol of a broken 
  arrow with a jagged arrowhead. In a set of drab robes 
  kneels a duergar who turns to you with something 
  between a scowl and a smile plastered on his face… 
  Something between misery and excitement.  
  "Welcome! Have you come to hear the Dour Words of 
  Great Laduguer?" 
  If the adventurers linger here, Exekarus launches into a sermon 
  lasting 1d4 + 10 minutes. Throughout it, they can make a DC 
  15 Wisdom (Insight) check to sense that these duergar are… 
  off; their mannerisms are unlike any other duergar, many of 
  which the party has surely met throughout their time in Under-
  mountain. A DC 15 Intelligence (Religion) check also implies 
  that the "priest's" sermon is quite textbook and lacking a 
  personal interpretation or touch that most priests would weave 
  into their preaching.  
  Recited Dogma. The arcanaloths love to share their favorite 
  maxims of Laduguer, be it in a sermon or in a run-of-the-mill 
  conversation. They always manage to work in those maxims by 
  precipitating it with, "As the Dour Laduguer says…" or 
  attributing the quote to "Holy Laduguer." No matter how brief 
  the party's interactions with the fiends, they'll walk away having 
  heard one, if not all, of these maxims:  
  • "No matter how much wealth and power you have, it's never 
  enough." 
  • "The fight never ends. Take what you deserve and destroy all 
  who stand in your way." 
  • "Let no emotion rule you. Abandon joy! Abandon love! 
  Abandon pride and anger and ambition, for they are all signs 
  of weakness! Know your role and perform it to the best of 
  your ability." 
   
  15. VALTAGAR'S QUARTERS 
  The walls of this chamber are adorned with iron masks—
  the visors of helms, scarred or charred or stained with 
  blood shed long ago, all arranged neatly. At a lectern 
  studies a duergar mage, if the spellbook at his disposal is 
  any indication—and rather than paper or papyrus, this one 
  is formed from mithril plates. The mage looks up at you, 
  his dark eyes unblinking. The very first thing out of his 
  mouth is, "Has Fazrian found you?" 
  When Valtagar invites the party to conspire with him against 
  Fazrian, you have a handful of options to choose from:  
  • He proposes they take the fight directly to Fazrian: "Quickly; 
  if you're here, the giant will surely know. You cannot escape 
  the Deep Mines without alerting him. We must take the fight 
  to him now while we are at our strongest." 
  • He proposes they meet Fazrian and stand trial: "The giant will 
  try you for your 'crimes.' As Lord of the Deep Mines, I will 
  be one of the jurors deliberating your fate. At least, I will be, 
  if he does not suspect we have already met. No matter the 
  evidence presented against you, I shall ensure you survive the 
  ordeal. On your way out of the Deep Mines, I pray for nothing 
  short of you freeing us from this tyrant. Gods know I want 
  nothing more than to return to my rightful home of 
  Gracklstugh." 
   
  As the Companion holds that the Insight skill should not be a 
  lie-detector, any checks made against Valtagar should reveal 
  that the duergar seems to be confident and relieved, if not too 
  eager, to proceed with the next chapter of its plot. It should not 
  betray the fact that he intends to vote guilty, no matter what, to 
  provoke the party into fighting Fazrian.  
   
  18. IRON MINE 
  The sound of mining echoes throughout these caves. A 
  steel voice cuts through the din of pick and chain and 
  cussing: 
  "Come now, you curs! Surely you wish to return home, 
  do you not? Swing! Strip! Swing! Strip! Take from the 
  earth what is ours! Tear open its clots and let it bleed! 
  Strip! Swing! Strip! Your break isn't for another forty, so 
  get your fragile selves back to work! Gracklstugh awaits! 
  Redemption awaits!" 
  The voice belongs to Stalagma Steelshadow, the wife of 
  Valtagar; it cuts over all other noise here. If the miners attack 
  the adventurers, she can quickly arrive astride her gorgon to 
  settle the conflict. She has no compassion for the duergar, but 
  understands that the mining operation will suffer for any harm 
  they incur. 
   
   
  
   
  218 
  Roleplaying Stalagma. An absolute brickhouse, Stalagma is 
  unflinching in danger. Unlike Valtagar, she has no fear of 
  adventurers; she's devoured or dissolved too many to count over 
  her years. After all, she is a dragon. When she first sees the 
  adventurers, she shouts, "You there! Either pick up a pick and 
  take to the wall or get the hell out of my mine!" 
  Hinting at the Truth. The duergar refer to their cruel overseer 
  as "Valtagar's dragon" and "the lady of steel," unaware of how 
  right they truly are. You want to work in these in often so that 
  your party groans when Stalagma assumes her true form later. 
   
  19. OUTPOST 
   
  19A. WAY TO LEVEL 22 
  Unlike on some other levels of Undermountain, you shouldn't 
  contrive a method to prevent the party from advancing to Level 
  22. They must always have the agency to decide whether they 
  will face Fazrian's wrath or flee from his "justice."   
  Xindulus. The invisible ultroloth guards the secret door to 
  Level 22. Unlike other yugoloths, which look fiendish, the 
  ultroloth is as alien as they come, which thus necessitates a 
  description. When Xindulus' invisibility is dropped, read the 
  following: 
  The hidden door slides in its socket—and suddenly you're 
  at your knees as a thunderous screech consumes your 
  brain! You turn around and there it is! There it is, a 
  smooth-faced creature with no other features than its 
  inveigling eyes! It is a creature unlike any other you have 
  ever seen! A creature with no place in this world—not a 
  fiend, angel, or horror from the Far Realms, only a gray-
  skinned abomination whose flat face is the sum of all your 
  deranged uncle's ramblings of "aliens" and "visitors!"  
  And its voice, gods above! Its voice makes no sound, 
  uttering a word audible only to deep within your brain, a 
  word that slips past your mind's most forward defenses: 
  "No." 
  Unlike in DotMM, Xindulus doesn't need to attack immediately 
  if a creature opens the secret door. It can instead cast mass 
  suggestion (for the purpose of this, give it Common, unless all 
  party members speak Abyssal or Infernal). It says, "You should 
  proceed to Lord Fazrian and submit yourself to his judgment." 
  Tactics. On its first turn, Xindulus attempts to summon 1d4 
  nycaloths. On its second turn, it casts firestorm. On its third 
  turn, it uses its Hypnotic Gaze if it doesn't need to flee via 
  dimension door.  
   
  21. CLEAN AIR STATION 
  The natural tunnels break into a mortared room whose 
  smooth walls are otherwise decorated in runes. The air 
  here is noticeably fresher, cleaner even. You suck in a 
  breath greedily, and it's as if you're back on the surface of 
  this world, before you learned to appreciate open skies 
  and crisp, cold air. Your heart twitches as you remember 
  the world above…  
   
  23. FAZRIAN'S COURT 
   
  23B. HALL OF FINAL JUDGMENT 
  When the party visits this area for the first time, read: 
  The neglected foyer empties out into a hall dimly lit by 
  distant braziers. Through the thin haze, you make out a 
  giant upon a throne fashioned from bones. His skin is the 
  color of soft jade and from his back sprout two white-
  feathered wings. His eyes are of molten silver and his 
  smile, while bright and cheery, is unwelcoming. 
  "Welcome," the giant tells you. "To my court—to the 
  Hall of Final Judgment. I am Fazrian the Just. In the name 
  of Torm, I ask you… have you been righteous?"  
  The giant focuses on you with the heat of the sun. Its 
  gaze is sterile and clinical, and it nitpicks at your every 
  flaw, even those you've managed to hide on the inside. 
  There is no escaping that heat, that attention, that scrutiny. 
  You feel a force in the air; it is unlike any you have ever 
  experienced in Undermountain. It is warm, but unkind. It 
  is gentle—but even the softest hands can curl into fists, 
  and that's what you feel here. That's what you feel. As if 
  the open palm will clench into a fist that will smite you 
  from the heavens themselves. You feel far too small… as 
  if you were but a child again, facing your father as he 
  devises your punishment, disappointment fierce on his 
  face as he wonders why his child misbehaves so.  
  You have come face to face with an angel, of that you 
  have no doubt, and his question thunders through your 
  mind: have you been righteous? Have you?  
  Now that Fazrian has been introduced to the party, the Judged 
  From on High storyline begins.  
  Tactics. In combat, Fazrian and his minions use these tactics: 
  • Fazrian has a flying speed of 120 ft. and Area 23B has a ceiling 
  of 40 ft. On his first turn, he flies upwards after making his 
  attacks or before, if he intends to cast spells. If he can afford 
  the opportunity attacks, he relies on strafing foes on the 
  ground before flying back up.  
  • To crowd in foes or split the party, Fazrian casts blade barrier 
  spell, devoting his concentration to the spell.  
  • If his foes are clumped up, he unleashes a flame strike spell to 
  capture as many as possible.  
  • If Raxxus the nycaloth is present, it casts mirror image on 
  itself before entering the fray. If blade barrier is up, it 
  teleports in (or out) before or after making a Claw attack. It 
  focuses on one single character, making Claw attacks against 
  it to further exacerbate the fiendish wound the attack inflicts.  
  • If they're not already present, the arcanaloths Aximus and 
  Exekarus hear Fazrian's call and attack from Area 14, arriving 
  on the second turn of combat (via two back-to-back 
  dimension door spells, with each one taking its peer through 
  the door with them, per the spell). Both devote their reactions 
  to counterspell or shield spells. 
  • Aximus targets an armored character with a heat metal spell, 
  especially if blade barrier separates it from its target. On its 
  next turn, it casts finger of death while using a bonus action 
  to continue inflicting damage to the armored character.  
  • Exekarus unleashes a chain lightning spell, then mops up with 
  a fireball spell the next turn.  
   
  
   
  219 
  Valtagar. If Valtagar is present, he joins combat on the 
  second round of combat if he's confident that the adventurers 
  can defeat the angel. Likewise, his wife Stalagma, joins the fray 
  if present. They respectively have the statistics of an archmage 
  and adult silver dragon. Knowing that the yugoloths will 
  answer to any master with enough clout or coin, they focus on 
  taking down Fazrian. If the party becomes collateral damage 
  during this attack, so be it.  
   
  JUDGED FROM ON HIGH 
  During the trial's proceedings, Fazrian, of course, sits on his 
  throne. The defendants are to stand with their backs against the 
  open pit on the southern end. The prosecution stands in the 
  crystal menhirs to the north. Jurors and witnesses stand behind 
  the prosecution, along the northern wall.  
   
  23C. GARBAGE DISPOSAL 
  As you stand near the pit, you hear… a scrabbling. As if 
  bone and flesh paws at the sheer stone walls. The darkness 
  here defies you, as if by magic. From its depths, you hear 
  whispers, three in all, and each offered by a different 
  voice. These whispers… they echo within your mind, 
  begging you to visit the dark below, to come "only for a 
  little while." 
  Creepy. You shut down a shudder. 
  The "defiant darkness" here is just a darkness spelled placed at 
  the middle of the pit's height to keep up the suspense of what's 
  down there. Darkvision really ruins the game sometimes. The 
  darkness spell does not darken the pit's floor, nor the cave 
  attached to it.  
  Judged From on High. If you run this variant, Malgorn 
  knows that the last card of the Three-Dragon Ante set is down 
  here with the otyughs. They telepathically tell the adventurers 
  that it was they who informed Malgorn—and told him that if he 
  wanted his precious card, all he had to do was come down here 
  and take it.  
   
  24. SECRET VAULT 
  There is little here in this hidden vault. No loot, no 
  monsters—only a headless corpse and a winged mace. 
  The dead woman has been left in the rubble; maggots the 
  size of carrots squirm within her guts. Where, you 
  wonder, is her head? Then you find it, forlorn and 
  forgotten in a dusty corner.  
  As you turn the head around, you can't help but think 
  that she was pretty in life. Not so much in death. As you 
  lift your eyes from hers—already half-eaten by 
  maggots—you see that the blood stains on the far wall 
  depict a giant hand… the symbol of Torm, God of 
  Courage and Self-Sacrifice. 
  What a farce.  
   
   
   
   
   
   
   
   
  EPILOGUE 
  They've done it, the madmen. The adventurers have reached 
  17th level, triumphing over nearly all of Undermountain's 
  troubles. Only one level remains between them and the Mad 
  Mage. Your game is to change considerably now that the 
  spellcasters among the party have access to 9th level spells—so 
  consult with them on which spell they choose and prepare 
  yourself for any possible chicanery.  
  Wish. Now that the adventurers are 17th level, the wish spell 
  is available to wizards, sorcerers, and bards that use their 
  Magical Secrets feature to gain the spell. Keep in mind the 
  following to prevent Halaster's untimely, but deserved, demise: 
  • If the caster simply wishes for Halaster to die… he just 
  reforms 1d10 days later via his Rejuvenation trait. 
  • If the caster wishes for Halaster to cease existing, the Knot in 
  the Weave explodes, probably killing every single creature in 
  Undermountain.  
  • If the caster wishes for Halaster to have never existed, the 
  adventurers are knocked down to 5th level, since they only 
  advanced in power while in Undermountain. 
  • If the caster wishes for Halaster to become sane, they have just 
  unleashed the worst possible version of him upon the world. 
  • If the caster somehow manages to skirt the above issues and 
  still wishes to get rid of Halaster, they may succeed, but a 
  version of the Mad Mage from an alternate reality steps in to 
  fill his shoes. This one is even crazier or crueler than the last.  
  • Halaster may be warded against wish spells via an upgraded 
  contingency spell he has crafted; whenever a wish spell that 
  affects him occurs, he is given time to review it and screw 
  around with it. Halaster is one of the most powerful mortal 
  wizards in existence; thus, this isn't outside the realm of 
  possibilities. Someone he pissed off would have tried this 
  long ago before the party was even born; he would already 
  have planned of this and thwarted other attempts on his 
  existence.  
  • If all else fails, then Halaster has already wished that he cannot 
  be thwarted by a wish spell. Insist that wish spells cannot alter 
  other wishes.  
   
  Essentially, be happy if the adventurers use their wish for 
  something that doesn't derail the campaign. The best possible 
  meta-use of a wish spell could be for them to skip Level 22 and 
  reach Halaster's tower, saving you several sessions of game-
  time, or sealing the portal to the Far Realm.  
   
  THE SEND-OFF 
  Unlike other levels of DotMM, there is no Host's Send-off—
  which the party should find curious, since Halaster never shuts 
  up and would surely gloat over orchestrating the trial. Cap off 
  your session with the send-off below: 
  Through the fresco you delve, leaving behind the Mad 
  Mage's dumping grounds, leaving behind the angel that 
  has so clearly fallen from grace. Instinctively, you know 
  that there is only one more distraction keeping you from 
  the Mad Mage's lair… but as you turn into the darkened 
  depths, Halaster is nowhere to be found. His attention—
  that inescapable warmth—is strangely absent. Why isn't 
  he watching you? Mocking you?  
  What, you must wonder, awaits you below?  
   
   
   
  
   
  220 
  LEVEL XXII: SHADOWDUSK HOLD 
   
  "The stars turn, and a time presents itself," – Dezmyr Shadowdusk 
   
  QUICK NOTES 
  • 
  The party doesn't need to fight this level's bosses to get to 
  Level 23, they only need to reach Area 35. Of course, they 
  will lose out on experience—and possibly doom the world 
  to an aberrant apocalypse.  
  • 
  The Shadowdusk family has made frequent contact with 
  the Far Realm via the black crystal tablet, which is in Area 
  23. The portal is in Area 32.  
  • 
  This level's three bosses cannot truly die—the death 
  knights Dezmyr and Zalthar and the adult blue dracolich 
  provided its phylactery isn't destroyed—meaning that the 
  party might have to face them again in the far-off future. 
  These foes would not be appeased with anything but the 
  adventurers' death and eternal servitude as undead slaves.  
  • 
  Star spawn, featured in Mordenkainen's Tome of Foes are 
  featured on this level. When using them, be cautious; their 
  CR's are incorrect and misleading.  
  • 
  There is a trapped couatl in Area 34, a LG celestial. While 
  it has little purpose in DotMM, its role is expanded in the 
  Dead Hold variant.  
  • 
  There are no other means to Level 23 in Undermountain. 
  To reach the Mad Wizard's Lair, the party must take the 
  arcane gate in Area 35, which requires the sacrifice of a 
  magic item. As written on Level 23, Halaster is keen on 
  returning this item to the party once they reach his throne 
  room, if he has no intention of fighting them. However, the 
  Dead Hold variant on this level has the item permanently 
  destroyed when given to the gate—as a means to deprive 
  the Shadowdusks of their black crystal tablet.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following: 
  • The party has likely already encountered Shadowdusk family 
  members throughout Undermountain: the mage Maleen and 
  the assassin Tendra Nightblade sent to Level 12 to recruit 
  Drivvin Freth as an apprentice of the Mad Mage; and Akarrth, 
  the mad archmage that led an expedition to Level 20.   
  • A sun blade could be found on Level 18; it would come into 
  great use against the six wraiths that join Dezmyr, a death 
  knight, in battle.  
  • Fazrian of L21 dreamt of purging Undermountain of its filth—
  was Shadowdusk Hold to be the heart of darkness the angel 
  intended to impale? Surely the planetar must have known of 
  the family's horrific endeavors. Surely, if its current two 
  leaders were once paladins of Torm, Fazrian's' god.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MADNESS UNFURLED 
  The penultimate level of Undermountain is a mad arcade 
  devoted to opening a gate that should've never even been 
  discovered. The Far Realm has corrupted Shadowdusk Hold, 
  leaking out from the portal the family has so foolishly opened. 
  Above all else, Level 22 should be weird—and not the campy, 
  oddness of the Mad Mage, but horrifically weird.  
  Consider the following additions to Shadowdusk Hold: 
   
  NESTED TENTACLES 
  As described in Halaster's Game, contact with the Far Realm 
  has sprouted tentacles that infest much of Undermountain, 
  especially Shadowdusk Hold. With a mind of their own, they 
  can attack a creature within 10 feet of them (+6 to hit). On a hit, 
  the creature is grappled (escape DC 14) and takes 1d6 psychic 
  damage. The tentacle nest has 16 hit points and an AC of 14. 
  Inside each nest is a cloudy eye that leaks a milky-white fluid.  
  These nests have been scattered throughout the level to harass 
  the party.  
   
   
   
  
   
  221 
  SYNESTHESIA  
  d10 Form of Synesthesia 
  1 You personify numerals (ex. the numeral 4 is generous). 
  2 You can taste music; high notes are sweet and cloying; low 
  notes are earthy and bitter. 
  3 Letters always have a color affixed to them, such as the 
  letter C always being magenta.  
  4 You can hear colors.  
  5 Others' emotions radiate a heat (or lack thereof).  
  6 You mirror the tactile feelings of another person you can 
  see (i.e., if they touch a hot surface, you feel the heat too).  
  7 Certain sounds produce tactile sensations on your body. 
  8 Words have distinct tastes on your tongue.  
  9 Noise provokes aggression within you.  
  10 Silence provokes aggression within you.  
   
  FUNKY PHYSICS  
  The energies of the Far Realm are wreaking havoc on the 
  physics of Shadowdusk Hold. At any moment, an area or 
  character—but not an aberration—can suffer from one of the 
  following effects: 
  Gravitational Distortion. Gravity no longer affects creatures 
  equally in Shadowdusk Hold, subjecting some to the effects of 
  a reverse gravity spell. At your discretion, a creature must roll 
  a d20. On a result of 1-11, gravity remains normal for the 
  creature. On a roll of 12-15, gravity vertically reverses; on a 
  result of 16-19, it shifts 90 degrees so that they fall towards the 
  east. On a roll of 20, gravity presses down on the character, 
  encumbering them.  
  Synesthesia. A character's senses may get jumbled, allowing 
  them to taste colors, smell the passage of time, and more. A 
  character afflicted by synesthesia must roll a d10 and consult 
  the Synesthesia table.  
  Toxic Air. Once during this level, oxygen becomes toxic—
  and creatures that normally need to breathe find that they no 
  longer need to. For the next 10 minutes, every creature that 
  breathes in air takes 3 (1d6) poison damage.  
  A successful DC 10 Intelligence check is enough to make the 
  connection between breathing and pain. After 10 minutes, the 
  oxygen loses its toxicity and all creatures therein must breathe 
  normally. There's no indication when this change occurs; some 
  creatures might foolishly suffocate themselves as they still 
  believe that they must not breathe to live.  
   
  MADNESS 
  Madness is heavily featured on this level; several effects can 
  induce it. For your convenience, the Madness tables from the 
  Dungeon Master's Guide have been included in Appendix C.  
   
  DEAD HOLD 
  Level 22 has its flaws and its strengths—but the Companion 
  contends that it has much more potential than what is presented 
  in DotMM. The adventurers have already faced cults working 
  towards diabolical ends before—so why not give them a level 
  where they're already too late? 
  Doom Has Come. Under this variant, the Shadowdusks have 
  stabilized their portal to the Far Realm and an inaugural class 
  of star spawn—horrors featured in Mordenkainen's Tome of 
  Foes—have stormed the sanctum, slaughtering anyone not of 
  Shadowdusk blood. This variant seeks to turn Level 22 into a 
  feverish romp infested with horrors from beyond the stars.  
  A Storm of Strange. The creatures of Shadowdusk Hold must 
  seek out the adventurers, charging them down as they're 
  detected. Shift the onus away from the party—rather than 
  investigating rooms one-by-one and coming upon foes, the foes 
  must come upon them instead if you're to achieve the 
  atmosphere of Dead Hold. Give no quarter, no respite.  
  Player Sacrifice. As noted several times below, in the sixth 
  encounter of Dead Hold, one mortal must be given (or give 
  themselves) to the Far Realm to host a star spawn seer. If one 
  of the adventurers is slain, you might have the Shadowdusk 
  minions steal their corpse and revive it, sacrificing them to the 
  portal in Area 32. The circumstances are up to you.  
  Changes to DotMM. The Dead Hold variant makes several 
  changes, elaborated on below:  
  • The Shadowdusks were attended to by a large number of 
  cultists and servants born into or brought to the Hold. Most 
  are dead now, slaughtered by star spawn. Some managed to 
  flee—into the Expanded Dungeon or via the gate to Level 23.  
  • The adventurers will meet a fleeing cultist named Jeras in Area 
  1 who elaborates on the situation. You want him to spell this 
  out for the party: the sanctum is overrun, there's a portal to 
  the Far Realm, and the only way out is the arcane gate to "the 
  Mad Mage's private sanctum." 
  • Most aberrations on this level, including the nothics and 
  slaadi, have been cosmetically changed to star spawn.  
  • Dead Hold has up to seven encounters to run. 
  • Several foes have been removed from the level to make up for 
  the additional difficulty of facing real star spawn. 
   
  Magus ex Machina. If you're concerned about the far-
  reaching consequences of star spawn being let into the world en 
  masse, remember that Halaster can intervene off-screen. Once 
  larva magi are around, even the Mad Mage is sane enough to 
  see that this might require some clean-up.  
   
  STAR SPAWN 
  As noted in DotMM, star spawn periodically visit Shadowdusk 
  Hold. These horrors are described in Mordenkainen's Tome of 
  Foes and are featured in the Dead Hold variant. Do not be 
  deceived by their listed CR's: star spawn are deadly. The 
  Companion has so far advocated unleashing Undermountain's 
  full wrath on the party, so long as they had a fair shake… but 
  you must err on the side of caution with star spawn. You must.  
  Grue. Even the lowly grues can doom a party, as they impose 
  disadvantage on attack rolls and saving throws on non-
  aberrations within 20 feet—without a saving throw to resist that 
  aura. Grues are pitiful by themselves but become a deadly 
  nuisance when mixed with other creatures.  
   
   
  
   
  222 
  Mangler. The mangler is rated as a CR 5 monster—and that 
  could not be further from the truth. This horror can make up to 
  six attacks in a single turn, with advantage against a target that 
  has yet to act in the first turn of combat—and with its +7 bonus 
  to Stealth checks, it's more than likely to surprise someone in 
  the party. Were the mangler to make all six attacks against one 
  target, it would deal an average of 48 slashing damage and 42 
  psychic damage—and a critical hit isn't unlikely. Ask yourself 
  how much health your party's wizard or sorcerer has before you 
  merrily unleash the mangler upon them.  
  Hulk. The hulk is both an aberrant bruiser and tank. If it 
  strikes the same target with both Slam attacks, it can stun 
  them—a condition that is deadly at all levels of this game. 
  Because of their Psychic Mirror trait, other star spawn, namely 
  the seer, will target them with psychic damage so that it bounces 
  off and harms the hulk's foes. Do not forget that even if two 
  hulks are within 10 feet of each other, they cannot create an 
  endless feedback loop of psychic damage. The triggering 
  psychic damage bounces off the hulk only once; the other hulk 
  is simply immune to the damage.  
  Seer. The seer is our penultimate villain in Dead Hold. It can 
  only be formed by a foul union between a mortal and sentient 
  energy from the Far Realm. One of the Shadowdusk archmagi 
  must be sacrificed for this purpose (preferably Melissara or 
  Cassiok). In combat, the seer targets its pet hulks with the 
  Psychic Orb ability, splashing its foes with psychic damage.  
  Larva Mage. The larva mage comes out to play only if eight 
  hours pass without the party closing the portal to the Far Realm 
  in Area 32. Unfortunately for our heroes, even if they slay the 
  creature, it might later return, per its Return to Worms trait.  
   
  REFLAVORING OTHER CREATURES 
  For a mad asylum in frequent contact with the Far Realm, 
  Shadowdusk Hold doesn't have enough star spawn. There are 
  aberrations, sure, but not enough of those mind-rending horrors. 
  You can reflavor the creatures on this level without altering the 
  balance of its encounters. Simply cosmetically alter them while 
  keeping their statistics the same.  
  Nothics. Most nothics on this level are now star spawn in 
  name and appearance while retaining their normal statistics. No 
  two look alike; they can only be described as "multi-armed 
  horrors" whose tentacle-limbs are serrated with teeth. The 
  Companion notes which nothics have been turned into star 
  spawn. 
  Slaadi. While they are indeed aberrations, slaadi have been 
  seen before the party—and they come from Limbo, not the Far 
  Realm. They are instead reptilian ooze-creatures whose limbs 
  somehow cut sharper than forged steel. 
  Wraiths. Dezmyr's council of wraiths are instead creatures of 
  a sickly light, roughly humanoid in shape—for that is the 
  closest association a mortal mind can make when confronted by 
  these things.  
  Death Knights. Because Dezmyr and Zalthar were paladins 
  in life that fell from grace, you need not change them much. 
  Dark powers of any sort can create a death knight. Perhaps 
  instead of skeletons clad in armor, they're now faceless 
  creatures in an exoskeleton of chitin—your choice.   
   
  THE DEAD RUN 
  Dead Hold is designed to evoke terror and urgency. It is run as 
  a series of encounters aimed at getting the party from Area 1 to 
  Areas 23, 32, 34 and 35, the last of which gets them to Level 
  23. In an ideal world, the party will free the couatl in Area 34, 
  which can close the portal in Area 32 by sacrificing itself. 
  Thereafter, the party can take the arcane gate in Area 35 to 
  Level 23—hopefully sacrificing the Shadowdusks' black 
  crystal tablet, found in Area 23, which began this entire mess 
  in the first place. Under this variant, any magic item sacrificed 
  to gain passage to Level 23 is permanently destroyed.  
  Quick Burn. Dead Hold is not a slow burn. The party is 
  entering Shadowdusk Hold after it's already fallen. They must 
  be confronted with horror at every turn. It's only after that all 
  seems lost that they're given a glimmer of hope in the form of 
  closing the portal to the Far Realm and sparing the world from 
  these aberrant horrors.  
  Maintaining Balance. Because the inclusion of star spawn 
  adds more challenge to an already deadly level (again, there's 
  two death knights, multiple archmagi and a dracolich!), you 
  can remove other creatures from the level to maintain a 
  (relative) balance. These creatures are:  
  • The four nothics in Area 3 to make up for Encounter 1 
  • Four of the twelve nothics in Area 24A and two death slaadi 
  (one from both Areas 28 and 31) to make up for Encounters 
  5 & 6.  
  • One of the archmagi, who must be sacrificed for the star 
  spawn seer to take a mortal form. Preferably, this is 
  Melissara (of A10), who is dragged kicking and screaming to 
  the portal after the party meets her. Otherwise, use Cassiok 
  (Area 39) because, c'mon, the body of a beetle isn't horrific, 
  it's just ridiculous. Alternatively, do both, if Melissara does 
  not end up fighting the party.  
  • Three of the six wraiths in A38 to make up for Encounter 6.  
   
  Other Encounters. On this level, more than any, creatures 
  already dwelling in other rooms—such as the many nothics and 
  grells, should investigate other sounds, should the party fail to 
  be stealthy. You want doors being kicked down and hordes of 
  horrors to descend upon the party. The first level is relatively 
  quiet, but the second and third are where they come under fire 
  from throngs of monsters.  
  Kicking it Off. After the party meets Jeras, the cultist added 
  to Area 1, the encounters below—the Dead Run, more or less—
  begins. 
   
  1. THE MANGLER DESCENDS 
  The first encounter of Dead Hold features the star spawn 
  mangler, a terrifying, multi-armed creature. After the party are 
  appraised of the situation by Jeras, they're liable to an ambush 
  by the mangler. It begins to hunt them and will attack before 
  they descend to the second level of Shadowdusk Hold. It prefers 
  to attack in Area 3 or 9 (replacing the area's preexisting 
  combatants if need be) after the party returns from an adjacent 
  room. It can also attack in the stairwell if they immediately 
  make for it. When the adventurers return to either of these areas, 
  they find the hallway dark; all sconces have been snuffed—
  curious, since they were lit with continual flame spells.  
   
   
  
   
  223 
  Death From Above. The mangler clings to the ceilings or 
  hangs from the walls, dropping amidst the party when it attacks. 
  It immediately unleashes its Flurry of Claws attack. Don't forget 
  to utilize its +7 bonus to its Stealth checks. 
  Flight. If the mangler is reduced to 20 hit points or fewer, it 
  takes the Hide action as a bonus action and flees. It clambers up 
  the walls, its claws puncturing the stone, to avoid opportunity 
  attacks. If it can, it goes for the stairwell to Shadowdusk Hold's 
  second level. It can then attack later on.  
  Fear of the Unknown. When the mangler attacks, describe it 
  no more than as a "a faceless, fleshless, eight-armed horror 
  whose claws are the color of night." Don't try to fill in the 
  blanks, but instead let the players' imaginations run wild. To 
  that end, you want the mangler to escape, because then it 
  becomes an object of dread to hang over the party, until its 
  inevitable return. If it dies, the party can inspect its corpse and 
  that scrubs away much of its mystery. 
   
  2. GRUE SWARM 
  On the heels of the mangler's attack comes a swarm of star 
  spawn: 2d4+3 star spawn grues and 1d4+1 nothics that boil 
  out of the stairwells in Area 3 or 9. They're chasing after 1d6+2 
  blubbering cultists that are making a break for the exit.  
  Nothics. The nothics involved in this attack are only nothics 
  mechanically. Cosmetically, they're star spawn, not cursed 
  Shadowdusk arcanists. Subtract their numbers from the five 
  nothics found in Area 20B. They're included in this encounter 
  only because grues lose much of their potential if they're not 
  joined by a non-grue ally (per their Aura of Madness trait).  
  Funky Physics. When the star spawn boil out from the 
  depths, the Far Realm's influence poisons the oxygen in 
  Shadowdusk Hold for the next 10 minutes. The party will likely 
  associate this sudden change with the grues. 
   
  3. MELISSARA'S PLEA 
  The third encounter is a social one that threatens to erupt into 
  violence. The adventurers open a door—any door, it doesn't 
  matter, for the Far Realm has warped space just as it has time—
  onto Area 10A, where they meet Melissara, the archmage.  
  Melissara wants nothing more than to end this madness. The 
  star spawns' recent arrival has shocked her to her core, but she 
  dares not make an escape, believing that an "eight-armed 
  horror" is waiting for her to make her move and that "they" will 
  allow none of the Shadowdusk family to leave. "They want their 
  parade," Melissara says, "they crave the welcoming my 
  brethren so promised them." She implores them to seal the 
  portal and slay her undead cousins.  
  She also tells them where to find the black crystal tablet that 
  started this entire mess. If they can find a way to destroy it, 
  grand. If they cannot, the best thing they can do for this world, 
  she says, is to take it far away from Shadowdusk Hold so that 
  her brethren can never again use it to contact the Far Realm.  
  Melissara will allow the adventurers to rest in her suite, but 
  they must contend with the irritable and overprotective Derrion 
  (her husband, a champion) who refrains from violence only at 
  her request. However, if they do so, the seventh encounter of 
  Dead Hold comes to pass.  
  See Area 10 for further details and Melissara's dialogue for 
  this encounter.  
   
  4. CELESTIAL WHISPERS 
  This encounter should occur only on Shadowdusk Hold's 
  second or third levels. When it does is up to you, but it should 
  be done early in their exploration of Level 2.  
  By now, Tezca-Zyanya, the couatl trapped in the black 
  obelisk of Area 34, has sensed the adventurers. The celestial is 
  aware of the fell energies seeping out from the Far Realm portal 
  in Area 35 and seeks to close it. To do so, Tezca-Zyanya must 
  be freed from the obelisk.  
  When the couatl contacts the party, read: 
  Madness presses in all around you, bringing your mind to 
  its very knees. As the darkness seeps in, you cannot help 
  but reel and despair. Yet as you near the brink, a warmth 
  consumes your heart and you hear within your head the 
  chime of bells…  
  "Listen to me," whispers a saccharine voice. "This 
  world, this very reality, is in danger of falling apart. There 
  yawns a portal on the lowest level of this mad asylum, a 
  portal to a realm that should not be. Free me! It is my duty 
  to spare this world from those horrors! Free me by 
  toppling my prison—an obelisk guarded by a knight of 
  death! I am Tezca-Zyanya and it is my duty to end this 
  madness!"   
  The couatl cannot directly guide the adventurers to the obelisk, 
  but they can feel its warmth or hear the bells ringing louder 
  when they go in the correct direction. 
  Sacrifice. Tezca-Zyanya's only solution to the Far Realm 
  portal is to enter it itself and close it from the other side. Doing 
  so will subject the celestial to an eternity of torment and 
  madness—a sacrifice it is more than willing to make, if given 
  the chance. See Area 34 for the couatl's dialogue concerning 
  this. This act of sacrifice should come as a twist later on, so 
  don't reveal this to the party just yet.  
   
  5. THE SEVEN-ARMED SLASHER 
  This encounter can occur anywhere on Level 2 or 3, preferably 
  in Areas 20 or 29, such as when the party is leaving Area 23 or 
  about to descend the staircase to Area 30. A pack of 2d4+1 star 
  spawn grues swarms the party; amidst these murderous scamps 
  lurks a seven-armed star spawn mangler that was so hunched 
  over it almost passed as a bulkier grue. That this mangler has 
  seven arms should come as a shock to the party—it confirms 
  that the eight-armed horror they already faced has bedfellows.  
   
  6. ENVOYS FROM THE HUNGERING REALM  
  This encounter is centered on the portal in area 32. The time has 
  come to offer to the Far Realm a living vessel that can host a 
  star spawn seer. Melissara, the archmage of Area 10, is the 
  ideal candidate; her cousins suspect she's not "committed to the 
  future." She's brought kicking and screaming to the portal just 
  before the adventurers arrive—and thrown in before they can 
  intervene. If Melissara is dead, then Cassiok (from Area 39) 
  willingly sacrifices himself to the Far Realm.  
  Tezca-Zyanya. Ideally, the adventurers have with them the 
  freed couatl from A34, who intends to close the rift… from the 
  other side.  
   
   
  
   
  224 
  Combatants. The encounter consists of Zalthar, the death 
  knight and three nothics (former arcanists of the Shadowdusk 
  family). On the third round of combat, a star spawn seer 
  arrives with a star spawn hulk. It is unsurprised when it finds 
  the adventurers instead. This seer has similar features to the 
  archmage that was sacrificed to give it a living vessel, hinting 
  of what has transpired.  
  Details. See Area 32 for further details, including narrative 
  text to read aloud.  
   
  7. FOR THIS WORLD, A BED OF WORMS 
  This encounter only occurs if the adventurers rest in 
  Shadowdusk Hold for eight hours or more without already 
  closing the portal. A star spawn larva mage emerges from the 
  portal to inspect its new bastion on the Material Plane. It roams 
  the halls with 1d4+1 star spawn grues that mewl like cowed 
  dogs. For every day that goes by, more star spawn enter 
  Shadowdusk Hold, growing into a horde that hungers to wreak 
  havoc on the world above.  
  The larva mage can confront the adventurers anywhere 
  within the Hold. It can collapse into a swarm of worms to 
  squeeze under doorways or through cracks. Its minions are 
  never long behind.  
   
  AREAS OF NOTE 
  The following areas are of note:  
   
  1. GRAND FOYER 
  Shadowdusk Hold shouldn't sit right below the Deep Mines; the 
  Companion contends that the journey to Level 22 should take 
  1d4 days. Despite the staircase on Level 21 leading straight to 
  Shadowdusk Hold, as it is written in DotMM, the Companion 
  adds a myriad of tunnels in the way. This is for the sake of 
  narrative and to also explain why the planetar Fazrian didn't just 
  sweep into Shadowdusk Hold before to cut down these 
  cultists—after all, he clearly knew of the entrance to Level 22, 
  since he stationed one of his minions there. If he was afraid they 
  would boil up from below, he would have kept more than just a 
  single sentry there to keep watch.   
  The text below, to be read when your party reaches Level 22, 
  assumes that you run with these changes. If you're worried 
  about your party attaining a long rest, be reminded that for this 
  level they sorely need one to survive.  
  When the party reaches Level 23, read the text below, altering 
  it to your liking:   
  It has been days since you left the Deep Mines and they 
  have been spent in darkness—until at last you have come 
  upon the most curious sight: a neatly carved stairwell 
  descending below. You know it in your hearts that this is 
  your next trial, that the Mad Mage would've righted your 
  course if it was indeed wrong.  
  Carefully, you descend the spiral staircase, wary for 
  traps. By when you reach the grand foyer below, you 
  encounter none. Pillars support a vast chamber curiously 
  lit by torches whose flickering flames point upside-down. 
  You find a statue of a young knight. The plague reads 
  LADY DEZMYR SHADOWDUSK. Below that, another line 
  reads "MAY SHE DELIVER US TO THE PROMISED LAND." 
   
  DEAD HOLD 
  If you're running this variant, a cultist named Jeras, fleeing 
  certain death, slams into an adventurer. He was hiding behind a 
  pillar and makes a break for the exit. He is almost incoherent 
  but manages to sputter out that "doom has come at last." Read 
  the following: 
  A man steps out from the pillar, making a break for the 
  exit, wailing in terror. He slams straight into you and falls 
  flat on the floor, shrieking a shrill shriek as fragile and 
  sharp as glass. He lifts an arm to shield his face. There's 
  foam on his lips—actual foam. "Spare me, O' Old One! 
  Spare me, star spawn!" he howls, but once he sees you for 
  what you are, he instead shouts, "Run! Run now! The 
  gateway is open, and doom has come at last from beyond 
  the stars! Gravity has gone and, with it, time!"  
  If the adventurers don't let Jeras go immediately, he curls into 
  the fetal position and begins to repeat mantras taught to him by 
  the Shadowdusks: "If you taste magenta, grovel. The clock 
  shrieks. Shriek with the clock. Shriek until the magenta is ash."   
  The party can sober Jeras with a DC 12 Charisma (Persuasion 
  or Intimidation) check. If he's calmed down, read the following: 
  Terrified, the man continues to howl, "I saw it myself! 
  The creatures lumbered from the portal, greeted by Lady 
  Dezmyr—and sixteen of us dropped dead, bleeding out 
  our eyes and ears! Raving! Raving! They've went mad 
  and I ran! The star spawn boiled out from the gate, sparing 
  only those of noble blood! My own sister, julienned into 
  a ribbon! You have to go! They stalk all other exits but 
  the gate to the Mad Mage's private sanctum! The world 
  itself is at its end and you must outrun it now!"   
  Jeras is at the brink of irreparable madness. There are scant 
  moments before his mind snaps unless a calm emotions spell is 
  cast upon him. Your goal is to have the party informed of the 
  portal's existence and that the gateway to Halaster's sanctum is 
  on this level before he goes catatonic.  
  Grells. While running this variant, either hold off on the six 
  grells that guard this chamber or have them attack before Jeras 
  appears. If the former, they can float in from Area 2, 3, or 9.  
  The Mangler Descends. You can launch the first encounter 
  of Dead Hold now if you so wish. The star spawn mangler 
  drops from the ceiling amidst the party. Starting the encounter 
  now capitalizes on raw shock; delaying it capitalizes on dread. 
  Halaster's Whisper. Halaster can telepathically confirm 
  Jeras' story about the portal. If so, he whispers to the party, "The 
  lunatic speaks true. There is but one way to my domain and 
  between you and it lies only madness. Madness and other 
  horrors. Our game is nearly at an end. Find the gate; pay the 
  toll. I await you in my lair below."  
   
  3. WEST WING 
  Nested Tentacle. A nest has sprouted in the stairwell and 
  attacks intruders on sight. See Nested Tentacles above for 
  details.  
   
  DEAD HOLD 
  This area is one of the possible locations for the first encounter 
  of Dead Hold. If you run this variant, replace the four nothics 
  in this area with the star spawn mangler.  
   
   
  
   
  225 
  4. DECAYED QUARTERS 
   
  4B. MAD CREATURE 
  Within this circular chamber, a foul creature scratches at 
  the stone. When it hears you, the creature turns to face you 
  with an unsettling smile. Its forehead gapes with a 
  massive, unblinking eye so sickly green it is the color of 
  vomit. Its claws scrape at the stone as if it were a 
  chalkboard. In mangled Common, it says, "The stars turn, 
  and a time presents itself. A visitor comes to barter for 
  secrets."  
  Just because the nothic says the phrase above in Common does 
  not mean he speaks the language. He likely picked it up from 
  Dezmyr Shadowdusk.  
  Roleplaying the Nothic. Rhamagant wears an unsettling 
  smile. He never fails to blink with exaggerated slowness. He is 
  eager to trade secrets and gives his answers first—and does not 
  voice his own question. If the party asks why he does not get 
  his side of the bargain, he blinks slowly and assures them that 
  he already has (via his Weird Insight ability). You can use the 
  following dialogue to convey the three pieces of information 
  provided in DotMM by the nothic (in order): 
  • "You stand in Shadowdusk Hold. The soft ones tell me I once 
  belonged to their ranks. Slept on the second floor, I did, they 
  say, on a bed of straw. No roaches. No mites. Straw. I think 
  of it from time to time. Straw. Visited it too. Found the straw. 
  It balked! It took one look into me and forbade that I nest on 
  its silken flesh! The straw branded 'freak' upon my face and 
  spoke no more!" The nothic then reaches into its gums and 
  picks out a length of chewed straw. "This is what I told the 
  straw." 
  • "We are on the brink of the Promised Land. For every level 
  one descends, the higher they climb to that wondrous realm, 
  so far from our nest in the cosmos. I wish to visit, I tell Lady 
  Dezmyr. I wish to tour it. To go on holiday in that distant 
  realm." The nothic then scowls and leans in. "And what does 
  she tell me? That I do not have the right 'vee-sa!' I! I? I who 
  spent his existence, apparently, in pursuit of finding the 
  Promised Land? I, Rhamagant, cannot visit the Far Realm? If 
  I may be denied my birthright, what does that spell for others 
  not so landed as I?" 
  • "Secrets abound. They lie in shadow. They hold out for the 
  hope of being discovered by one who is worthy. Three 
  secrets. Three floors. Three of me, now three of you. They 
  yearn to be opened by one who is worthy, do you ken?" 
   
  5. STOREROOM 
  Funky Physics. Influence from the Far Realm has poisoned all 
  food and drink in the storeroom. Weird, one-eyed maggots 
  crawl across food, lay eggs within fruit, and play water polo in 
  wine bottles, the corks of which they've seemed to squeeze 
  through via a process similar to osmosis. The Shadowdusk and 
  their servants are immune to any ill effects of the food and they 
  consider the maggots treats—as if they were ghastly, live, alien 
  tequila worms.   
   
  6. KITCHEN 
   
  DEAD HOLD 
  If you're playing with the Dead Hold variant, the kitchen is 
  littered with corpses, all torn apart by the star spawn mangler 
  hunting the adventurers. The living unseen servants continue 
  their work as if it never happened, scrubbing dishes and 
  sweeping the floor—ignorant to the fact that their brooms are 
  wet and red and sticky with spilled intestines.   
  Read the following when the adventurers enter: 
  Red. It's all red. Corpses are strewn about the kitchen. Not 
  a single one is intact. Heads have been smashed into pulp, 
  limbs julienned into long strips.  
  The Shadowdusk family is clearly attended to by living, 
  unseen servants and these invisible masses of energy 
  continue to lazily perform their chores, despite the 
  carnage. Even now, dishes are being scrubbed and dried. 
  The floor is being swept with red, wet brooms sticky with 
  spilled intestines.   
  A quiet voice within your mind compels you to shut this 
  door and never open it again.  
   
  7. DERELICT SHRINE 
  The adventurers should be familiar with the icons of Torm by 
  now, the very god that Fazrian in the level above once served. 
  If the party saw to the planetar's redemption earlier, this should 
  be a sad reminder; if not, the symbol sends a shiver down at 
  least one person's spine. Once they identify the shrine as one 
  devoted to Torm, they should ask themselves why that would 
  be here in these depths.  
   
  8. NOTHIC'S NICHE 
  The nothic has stashed away several goodies, but the party has 
  likely had its fill of gold, or can't carry any-more. Thus, they 
  might be unmotivated to invade the niche, which is 20 feet 
  above them. However, you may want your party to get ahold of 
  the potion of supreme healing here. How do you get it to them 
  without just saying the nothic has one? Just have the nothic 
  wear the silver necklace it's fastened to.  
  When the party enters this area, read the following: 
  This meeting chamber has borne the stress of 
  Undermountain itself: a fissure gapes across the ceiling, 
  just large enough for a man to clamber inside, if he could 
  jump twenty feet. The niche is filled with darkness. Dust 
  is everywhere, thanks to the crumbling ceiling. 
  As you inspect this chamber's very fine tapestry—a 
  wedding invaded by shadowy tentacles that creep from 
  the corners—you hear glass softly clink against stone. 
  You look up, just as a horrific creature with one massive 
  eye pulls back into the niche above. On its neck, you saw, 
  was a sparkling vial containing a scarlet liquid. You're a 
  seasoned adventurer; you can recognize a potion when 
  you see one.  
  Roleplaying the Nothic. Channel Gollum from Lord of the 
  Rings. The nothic has forgotten its name and cares only for its 
  next meal and, of course, its "precious potion".  
   
   
   
  
   
  226 
  DEAD HOLD 
  Even if you run this variant for Level 22, this nothic is still a 
  cursed Shadowdusk family member, unlike other nothics that 
  are cosmetically rebranded as star spawn. The nothic offers 
  cryptic omens about the invading star spawn. You can use the 
  following sample dialogue:  
  • "It is done. Our grand quest is complete. Waterdeep will rue 
  our exile—the very world shall rue it!"  
  • "You are too late. They are already here. They always have 
  been… The knob just needed turning." 
  • "Dezmyr has foreseen your coming. Join her! She has lain 
  quite the banquet out for you below…" 
   
  9. EAST WING 
  A lazy, ivory light drifts down the hall of this wing, 
  painting the walls in flickering shades of white and silver. 
  An elaborate bas-relief depicts peasants kneeling before 
  nobles who brandish coy smiles and cold eyes.  
  Nested Tentacle. A nest has sprouted in the stairwell and 
  attacks intruders on sight. See Nested Tentacles above for more 
  details.  
   
  DEAD HOLD 
  This area is one of the possible locations for the first encounter 
  of Dead Hold.  
   
  10. NOBLE QUARTERS 
   
  DEAD HOLD 
  Should you run this variant, the party's visit to this area becomes 
  inevitable. The Far Realm buckles reality in Shadowdusk Hold 
  and the next door the party opens opens on Area 10A, wherein 
  they meet Melissara. The archmage greets them with visible 
  relief and ushers them in before the star spawn—"they"—find 
  the party.  
  Melissara wastes no time directing the party to the tablet and 
  portal room (Areas 23 and 32). While she tolerates the party 
  resting in her suite, she implores them to act now before "worse 
  things crawl into our reality." If they leave, she does as well to 
  seal any exits to Shadowdusk Hold, hoping to contain the star 
  spawn. She then holds the line in Area 1 to ensure further 
  horrors don't escape into Undermountain.   
  Roleplaying Melissara. Melissara, like her mind, has begun 
  to gray. Years have been spent in these depths. She's watched 
  her family turn to madness and seen the same corruption take 
  root in both her and her beloved, Derrion. With the portal 
  stabilized, she can see the apocalypse creeping up upon the 
  world. It's now or never to snuff out the Shadowdusk's upside-
  down flame and she knows it. The arrival of the party represents 
  the answering to prayers she never prayed but secretly yearned 
  to voice. Paranoid, Melissara refers to the star spawn as "they" 
  and knows that they're always watching. 
  For years now, Melissara has searched for a means to destroy 
  the black crystal tablet in Area 23B, which she blames for all 
  her family's troubles. She doesn't know how to destroy such a 
  powerful artifact of magic.* 
   
  *Although the Companion rewrote it so that the arcane gate in 
  Area 35 destroys any magic item sacrificed to it—so that the 
  party might destroy the black crystal tablet—that's only a 
  recent stipulation added by Halaster, whose humor, of course, 
  is morbid. Melissara is unaware of the change to the gate; 
  beforehand, a magic item was said to be just "given" to 
  Halaster.  
   
  You can use any of the following sample dialogue to further 
  flesh out Melissara and spirit the party along their quest through 
  Shadowdusk Hold: 
  • To explain why she didn't flee, Melissara says, "They want 
  their parade. They crave the welcoming my brethren so 
  promised. Those without Shadowdusk blood were cut 
  down—if not dragged screaming back to that god-forsaken 
  portal. My brethren are on lockdown. They will not let us 
  leave—as if I'm not the only one that wishes to leave. I fear 
  that the moment I leave this suite, some eight-armed horror 
  will find me… and when it sees that my madness is not as 
  deep as Dezmyr's, it will instead tear me to pieces. I know it. 
  I know it to be true." 
  • "There is but only one arcane means to escape the Hold: a 
  magical gateway on the lowest floor that leads to the Mad 
  Mage's sanctum. Dozens fled there when the star spawn 
  boiled out from the portal—but they're dead. They must be! 
  Dead or about to be! Halaster approved of my family's efforts, 
  even ordained them! Those fools have delivered themselves 
  to the very monster that allowed their—and this world's—
  doom!" 
  • "I know not how to seal the breach to the Far Realm. It has 
  bled into the Hold unabated for years. Now… Now it's stable 
  and things have emerged. Things that not even my family 
  could have pictured, even after a century of research. Those 
  creatures… they were spawned beyond the stars and have 
  come to undo this world."  
  • "It's all that damned tablet's fault! My ancestors should have 
  left it in the blackened depths! It doesn't matter if you seal the 
  portal—so long as my cousins have that infernal thing, they 
  can rebuild. They can open the gate once again and let those 
  horrors pour out into the world. You can find it on the floor 
  below, but… it is a mythic piece. My life's work has been 
  devoted to destroying that tablet but… nothing. It's as if I'm 
  been holding onto fistfuls of sand."  
  • "My cousins, Dezmyr… Zalthar. Madness has been their sole 
  inheritance. They wear it like a crown and continue the work 
  our ancestors began. They've died, you know. They've died 
  once already and risen from the grave; I saw it happen. Once 
  they were worshippers of Torm, paladins even, and now all 
  they worship is that godforsaken tablet—and the beings that 
  whisper to them through it."  
   
  Roleplaying Derrion. The knight is an irritable, sleep-
  deprived wreck of a man that dances on the brink of insanity, 
  wondering why his dear wife will not join him on the edge. He 
  protects her at all costs and obeys with only a minimal amount 
  of husbandly lip. You can use the following sample dialogue: 
  • "I've but one life and it has been sworn, in madness and in 
  health, to my beloved." 
  • "I've not slept in ages. The nightmares care not. They'll visit 
  when they wish. They visit as I speak even now." 
  • "Dezmyr and Zalthar have fallen to undeath, rising again as 
  skeletal warriors—knights of death incarnate. Their lord 
  Torm must be weeping from the heavens." 
  • "There is no price too steep to end this madness." 
  
   
  227 
  Melissara's Fate. The sixth encounter of Dead Hold involves 
  a star spawn seer. Seers are animate, sentient matter; when 
  summoned to the Material Plane, they must take over a mortal's 
  body, which has the added benefit of scrubbing away the host's 
  entire personality. One of the archmagi of this level must be 
  given to the Far Realm. Long suspecting that their cousin was 
  not as committed to "the future" as they are, Dezmyr and 
  Zalthar have Melissara brought to Area 32 and sacrificed. This 
  happens off-screen, after the party have met her and moved on, 
  provided they didn't kill her. If Melissara cannot be used, use 
  Cassiok, that ridiculous freak in Area 39.  
   
  12. LOUNGE 
  Clearly, this is where the family receives its guests. This 
  lounge is furnished with leather chairs, all facing a 
  tapestry depicting an ivy-overgrown villa in the familiar 
  streets of Waterdeep. For but a moment, you yearn again 
  to return to the world above. Soon, you tell yourself. 
  Soon…  
  Nested Tentacle. A nest has sprouted here and attacks the 
  party as they try to leave; before it does, it uncurls to reveal its 
  cloudy, milky-teared eye. See Nested Tentacles above for more 
  information.  
   
  13. WALKING DEAD 
  A zombie is less than a gnat to a party of 17th-level adventurers 
  unless it gets the drop on them. Instead of shambling throughout 
  the room, it's poised on the ceiling, spread eagle and hanging 
  on rafters. It drops on the first character to enter the room that 
  isn't its creator. The character it falls on must make a DC 14 
  Strength saving throw or be knocked prone.  
   
  14. TRAINING ROOM 
  Energies from the Far Realm have corrupted the suits of armor 
  in this chamber. Any set has the following curse attached to it: 
  Hooked Curse. Once you don this cursed armor, you can't 
  doff it unless you are targeted by a spell of remove curse or 
  similar magic. Slimy talons dig into your flesh and whispers 
  poison your mind; whenever you finish a long rest while 
  wearing the armor, you must succeed on a DC 14 Intelligence 
  saving throw or suffer from a form of Indefinite Madness.  
   
  DEAD HOLD 
  While running this variant, several cultists made a last stand 
  here before being torn apart by the very star spawn mangler 
  that haunts Area 15—if not the one featured in Encounter 1 of 
  Dead Hold.  
  When the party enters this area, read the following:  
  This sparring room has been made into a grave. Corpses 
  lie in tatters, whatever weapons borrowed from the racks 
  impotently strewn across the bloodstained floor. Even the 
  mannequins and training dummies have been cleaved by 
  wicked claws, mixing straw, canvas, and wood with the 
  scattered organs of the poor fools that made their futile 
  last stand here.  
   
  15. FOUNTAIN 
  The halls are eerily quiet, save for the constant splash of 
  water from this fountain. The clean deluge is vomited out 
  from a marble aboleth. Your mind reels with the sudden 
  memory of the twisted caverns, which you put behind you 
  so long ago—of the creature that claimed those sunken 
  tunnels as its demesne.  
   
  DEAD HOLD 
  While running this variant, the fountain is polluted by two 
  corpses, under which a halfling cultist hides. After witnessing 
  a star spawn mangler tear apart his compatriots, the cultist was 
  driven mad—so much that he has forgotten his own name 
  (Aldrin). He now only refers to himself as "this one."  
  Expanded Dungeon. The tunnel leading out from this area is 
  watched over by a star spawn mangler, which attacks anyone 
  who dares leave Level 22. It was this creature that cut down 
  Aldrin's compatriots and even dumped their bodies in the 
  fountain. Aldrin is aware of its presence; he was playing dead 
  when the beast dumped the corpses in the fountain. He suspects 
  that it knows he is not dead and is simply waiting for him to 
  make his move—which it is. 
   
  17. VERTRAND'S ROOM 
  The door opens silently upon a modest suite. A bald, 
  elderly man darkened by liver spots sits at his desk, 
  scribbling into a journal. His back is to you—but his quill 
  halts.  
  "I foresaw this…" the old mage whispers. "I saw it long 
  ago. And I have chosen to face you. Alone." 
  He turns to you—and where his eyes ought to have been 
  is only smooth flesh. He breaks out into a sad, toothy grin. 
  "In the end," he sighs, "Death owns us all." 
  With a world-weariness, he pushes himself to his feet 
  and unleashes an arcane word of power! 
  Roleplaying Vertrand. There's little opportunity to roleplay 
  Vertrand outside of combat, as he attacks the party the moment 
  they reach him. He is fond of loosing world-weary sighs. His 
  verbal components for spells are lazily pronounced.  
  Tactics. A brilliant mage waiting for this inevitable conflict, 
  Vertrand employs the following tactics:  
  • Vertrand fights to the death, never fearing his doom. It's as he 
  said—Death already owns him.   
  • Vertrand casts time stop on his first turn. While time is halted, 
  he casts mirror image, fire shield, mage armor, stoneskin and 
  finally cone of cold (in that order, if he gets enough turns). 
  He sacrifices stoneskin for cold of cone if he only gets four 
  turns in time stop.  
  • If he is facing multiple spellcasters, Vertrand casts globe of 
  invulnerability instead of stoneskin.  
  • Vertrand wastes no opportunity to counterspell a foe. 
  • While concentrating on a spell, Vertrand utilizes spells of 
  lightning bolt and cone of cold. 
  • If he must pursue a fleeing foe, Vertrand casts misty step and 
  looses a fire bolt cantrip.  
   
   
   
  
   
  228 
  18. BERLAIN'S SUITE 
   
  18A. STUDY 
  It's warm here. Candles are still lit, giving off a fragrance 
  that hints at a sinister origin… as if it were rendered not 
  from the fat of animals. You hear now soft murmuring in 
  another chamber, spoken in a language that itches your 
  very brain.  
   
  18B. BEDCHAMBER 
  Sitting there upon the bed, nestled between two floating 
  grells, is a two-mouthed woman with too many arms. She 
  seems to be… conversing with those floating, beaked 
  brainy horrors. When she sees you, she smiles twice and 
  says, "Just when I was fresh out of subjects." 
  To your horror, that second mouth of hers animates and 
  spits out in a serrated voice, "You shall rue the day your 
  mothers spat you out. To the table with you!"  
  Roleplaying Berlain. Like Vertrand, there's little opportunity 
  to roleplay Berlain before combat erupts. She wields a scalpel 
  instead of a dagger. You can have Korva, her obliterated 
  brother, speak through Berlain's extra mouth in a twisted voice. 
  Together, they say the following in combat (parentheses mark 
  when Korva speaks): 
  • "The gate is open!" ("This world will finally know the Truth!") 
  • "The stars turn!" ("And a time presents itself!") 
  • "There is indeed a method to madness!" ("Reason within 
  rhyme!")  
  • "I cannot wait to get you onto my table!" ("The scalpel makes 
  whelps of us all!")  
  • "Yours will be an enlightening tale…" ("In the marrow, we 
  shall find Truth… together!")  
   
  Tactics. Berlain wants to capture the adventurers for use in 
  her experimentations, not kill them. Thus, in combat, she uses 
  the following tactics:  
  • On her first turn, Berlain casts time stop. While time is halted, 
  she casts mirror image, wall of force, fire shield and mage 
  armor in that order of priority. Should she get a fifth turn, she 
  casts polymorph, turning the target into a white lab rat. Her 
  second turn is spent on polymorph if she does not cast it on 
  time stop's last turn.  
  • To better befit her theme as a mad scientist, give Berlain the 
  acid splash and chill touch cantrips. She can cast two in a 
  single turn.  
  • Berlain's grells attack creatures on their side of the wall of 
  force with their Tentacles action, grappling and potentially 
  paralyzing their victims.  
  • If things look bleak for the party, Berlain offers them this: "My 
  toll for safe passage is simple: leave me two live subjects and 
  go your separate way, unmolested." Korva adds, "Their 
  sacrifice to science shall not be made in vain!"  
  • If things look bleak for Berlain, she abandons her hope of 
  capturing the adventurers and instead tries to kill them. There 
  will be more in the future, she tells herself. 
  20. PILLARED HALL 
   
  20A. CENTRAL CHAMBER 
  When the adventurers reach this area, read: 
  Your very first step into this hall echoes loudly throughout 
  it. You need not be a dwarf or mason to see that it has 
  been carved to amplify every sound and whisper 
  committed here.  
  If the adventurers are discovered by the five will-o'-wisps 
  haunting this hall, read the following: 
  As you make your way through the hall, a floating, ivory 
  light appears before you. It flickers like a ghostly flame 
  and its voice is thin like glass. "What is your purpose 
  here?" 
  Before you can respond, yet another light appears, 
  winking into existence to your right. "Were you bid?" it 
  asks. 
  Then a third, a fourth, and yes, indeed, a fifth wisp of 
  light materialize, surrounding you, and they ask:  
  "Have you strayed?"  
  "Strays receive no guest right." 
  "Would you die a vagrant's death, stranger?" 
  Hovering there, the first wisp repeats itself, firmer now: 
  "What is your purpose here?" 
  "Were you bid?" asks the second wisp.  
  Then, all in one voice, the others demand, "Well? Were 
  you?" 
  Roleplaying the Wisps. The wisps all share ghostly voices 
  that talk over each other. If one speaks, the other four are quick 
  to add something, piling onto the conversation with several 
  quips. They are impatient and haughty, and they condescend to 
  all who are not of Shadowdusk blood, especially the nothics.  
   
  DEAD HOLD 
  If it has not yet happened, the fourth encounter of Dead Hold 
  should happen while the adventurers are in this area. The 
  trapped couatl in Area 34B reaches out to the party, who it can 
  sense. It implores them to seek it out. This happens amidst 
  combat, if a fight breaks out in this area.  
  Additionally, the five nothics in Area 20B—which are star 
  spawn in name and appearance—do not shy from combat. They 
  instead charge down the party once they hear the adventurers. 
  Their sadistic howls can alert the ten nothics in Area 24, who 
  arrive three rounds later. These nothics are also star spawn in 
  appearance.  
  Throughout this encounter, the will-o'-wisps strafe the party. 
  One cackles, "The rift yearns! It hungers! Give to it yourself—
  come as you are!"   
   
  21. PARLOR  
  Mirror, Mirror. The parlor's mirror contains a thing of 
  nightmare within it; its surface is glossy and black, reflecting 
  no light. As a character is looking at it, a massive eyeball opens 
  up, as if the entire mirror was its lid. This six-pupiled eyeball 
  gazes into its victim and overwhelms them with madness. The 
  creature must make a DC 14 Intelligence saving throw or 
  succumb to a form of short-term madness. See Appendix C for 
  details.  
   
   
   
  
   
  229 
  DEAD HOLD 
  Under this variant, the parlor is littered with the corpses of 
  servants that died here, several seemingly having committed 
  suicide. They were not torn apart by star spawn but were instead 
  driven mad by the thing in the mirror. Those that did not die to 
  aneurisms instead slit their own throats to spare themselves 
  from that darkness.  
   
  22. TORM'S SHRINE 
  After Level 21, the party should be familiar with Torm's 
  iconography. If they correctly identify the shrine, read: 
  Just as you thought you had put the imagery of Torm 
  behind you, here it is again. The memories of Fazrian, the 
  fallen angel, crowd your mind. The walls of your world 
  are suddenly streaked with that mysterious blood once 
  again.  
  Questions abound: why did the angel never lift a finger 
  against the Shadowdusks? How could he not turn his 
  crusade upon this place? Or was this the crusade he had 
  in mind all along? Were they just hiding under his nose 
  this entire time? 
  You will never know why… but still you must wonder 
  what this shrine is doing down here. These freaks do not 
  seem to be the most… orthodox of worshippers.  
  If they were responsible for Fazrian's atonement, then a vestige 
  from the heavens manages to whisper a warning to the party: 
  As you turn back to those wretched halls, a warmth 
  overwhelms you, flooding your senses in an instant—and 
  it's gone the very next. But not before leaving you with 
  this wisdom: 
  The Shadowdusk matriarch and her brother were once 
  paladins in service to that distant god, Torm. Paladins that 
  have since fallen from grace—and the power they once 
  wielded for good can still be wielded now for more 
  wicked ends. You face not robed freaks ahead but—the 
  wisdom warns—knights of death and malice.  
   
  23. MEDITATION ROOMS 
   
  23B. BLACK CRYSTAL TABLET 
  The door slides open upon a chamber filled with a greasy 
  darkness that hurls back any light that might be brought 
  to bear. Upon a stone table at the far wall rests a black, 
  crystalline tablet whose glyphs you instinctively know 
  should never have been carved, let alone read. Its runes 
  writhe as if it were the flesh of a living beast kept in 
  captivity with no other recourse but to rage against its 
  prison. 
  The darkness… it beckons you forward. You feel that 
  in your bones. It… invites you to stand before it, as if it 
  were an altar to an attentive god. And slowly you realize 
  that it is. It is an altar. These freaks have made it into one. 
  They worship it—they have to. It is an artifact that 
  demands attention, that draws the very mind to it like a 
  beacon. Not a beacon in the dark, but a beacon that 
  glowers at all the light touches—and wishes to see it not 
  dead but only stranger.  
  A sickness wells up in your belly. You taste bile on your 
  tongue and foam on your lips. Your mind begins to reel, 
  to cringe. A step. You take a step, though you never 
  planned on doing so. Your mind fights against that oily 
  hold on your body, knowing that should you give in, there 
  will be nothing to save you but madness.  
   
  DEAD HOLD 
  The fifth encounter of Dead Hold can occur here after the 
  adventurers lay their eyes on the tablet. The star spawn attack 
  from Area 20, if so.  
   
  24. NOTHIC WARRENS 
   
  DEAD HOLD 
  If you're running this variant, the nothics here are star spawn in 
  name and appearance only. No two look the same. Describe 
  them simply as "aberrant horrors with no place in this world." 
  They're feasting on actual dead nothics (former family members 
  of the Shadowdusks) and dead servants. They attack the party 
  on sight and investigate any sounds they hear in adjacent areas.  
  Four nothics have been removed from the fourteen in Area 
  24 to make up for the added difficulty of facing star spawn.  
   
  25. ABANDONED CHAMBER  
   
  DEAD HOLD 
  You step over shattered dregs of furniture to enter this 
  ghastly chamber. You can't but shake your head at it all. 
  What were they thinking? That divans and doors could 
  stop these aberrant horrors? As you survey the carnage, 
  you know it would take hours to piece together the 
  unfortunate souls that were torn apart by those creatures 
  rampaging through this madhouse. 
  Several cultists holed up in this chamber, hoping to wait out the 
  star spawn—as if they expected the Shadowdusks to call the 
  beasts off. If a character spends an hour sifting through their 
  remains, they can piece together eight humans. These 
  unfortunate souls were torn to shreds by a swarm of star spawn 
  grues—the very same swarm that attacks the party in Dead 
  Hold's second encounter.  
   
  26. HOARDED SECRETS 
   
  DEAD HOLD 
  Should the adventurers discover the tunnel to the Expanded 
  Dungeon, read the following. Apparently, some cultists 
  managed to escape down there but were followed by star spawn.   
  Behind the tapestry yawns a blackened tunnel that 
  stretches out into oblivion. Fresh blood streaks the tiles 
  closest to you, already drying into a sticky paste. You 
  know not how many escaped this wretched place—nor 
  what sort of horror might even now be in hot pursuit of 
  them.  
   
   
   
  
   
  230 
  28. LEGACY OF XERRION 
  You come upon what can only be history: a fresco fifteen 
  by thirty feet long. A robed wizard stands before a black 
  portal, cradling a tablet fashioned from black crystal—as 
  if it were a newborn babe. He's smiling. His eyes are 
  cracked with a lifetime of smiles. He shares that warm 
  smile with the portal—a lightless rift from which serrated 
  tentacles slither. Your eyes fall on the plague below: "THE 
  LEGACY OF XERRION," it reads… and below that: "WE 
  WILL ONE DAY JOIN HIM IN THE PROMISED LAND."  
   
  DEAD HOLD 
  If you're running this variant, reduce the number of death 
  slaadi here by one, so as to make up for the added difficulty 
  imposed by the star spawn.  
  Additionally, make the slaadi star spawn in name and 
  appearance. They appear as translucent, half-gelatinous horrors 
  with razored limbs. Once their invisibility drops, they "shift 
  colors."  
   
  29. LANDING 
  You come upon a staircase under the stony gaze of a 
  statue. It depicts a grimacing man being crushed by 
  tentacles that erupt from the floor—from a carven portal. 
  His expression seems to say, "Well, them's the breaks."  
  As you near the staircase that spirals down into 
  darkness, you feel a wind blow through you—through 
  your mind. This is the brink; you know it like an animal 
  knows when foul weather is ahead. Your instincts are 
  tuned up. You can feel the foulness down there, a 
  brooding darkness that, at best, seeks not to consume 
  you… only leave you stranger than before.  
   
  30. LOWER HALLS 
  The tension in the air builds as you clamber down the 
  stairwell. The air takes on an oily quality, as if it were 
  humid without the heat. You feel in your heart a palpable 
  dread, thick like molten lead, that pushes its way through 
  your arteries. You shouldn't be here—and this place 
  should not be.  
  What you see first is the Shadowdusk family crest 
  inscribed upon the floor: a 20-foot disk of purple stone 
  carved upon which is a lit torch, its flames pointed away 
  from you. Peeling mosaics paint the ceiling as a cloudy 
  sky and scorch marks can be found along the walls and 
  many pillars of this place.  
  In the distance, some titan grumbles a sleepy groan—
  and a breeze flutters throughout the halls, one not felt on 
  your skin but on your very brain. For a moment, you're 
  reminded of how very small you are.   
   
  DEAD HOLD 
  If you're using this variant, cultists were slaughtered here by 
  star spawn. Blood streaks the floor and walls. The family crest 
  is outlined in the spilled intestines of the star spawn's victims—
  the handiwork of bored grues after all their cattle had been slain.  
  31. APPROACH TO MADNESS 
  If combat breaks out in this area, Zalthar, the death knight, 
  investigates from Area 34A.  
   
  31A. WARPED FOYER 
  You feel a wind that seems to push at your entire being. 
  The lines between the floor and its walls are warped. In 
  some places, the stone has seemed to melt. In others, they 
  meet at angles that make your head swim. And the pillars 
  holding up that ceiling your eyes seem to refuse to look 
  at? They were but columns once. Now you don't really 
  know what they are, only that they… breathe.  
   
  31B. THRESHOLD OF INSANITY 
  You should not be here. Nothing should. Nothing of this 
  world, this reality, anyway. There is a pressure here, a 
  power, a shadow that should not be. Strange energy 
  pervades this place and, in the distance, you can hear a 
  sort of… groaning.  
  At the end of the day, you're still an animal. Face it—
  you are. Every instinct of yours screams at you to abandon 
  this place, for there are things lurking here that are 
  antithetical to all reason and reality—a force of unmaking.  
  You swallow that primordial dread. A tapestry on the 
  wall depicts noblemen giving themselves to some unseen 
  god that has deigned to twist, warp, and melt them into 
  one gelatinous entity that your mind cannot bear to focus 
  on for too long.  
   
  DEAD HOLD 
  If you're running this variant, reduce the number of death 
  slaadi here by one, so as to make up for the added difficulty 
  imposed by the star spawn.  
  Additionally, make the slaadi star spawn in name and 
  appearance. They appear as translucent, half-gelatinous horrors 
  with razored limbs. Once their invisibility drops, they "shift 
  colors."  
  Despite what's written above, Zalthar doesn't come to 
  investigate a disturbance in this area if you are running Dead 
  Hold. He's instead busy in Area 32.  
   
  32. FAR AND GONE 
  Sickly light bleeds out from a breach in what your mind 
  assures you is reality itself. Tumorous flesh hangs there, 
  draped across a rift that beats as if it were a heart—a heart 
  whose arteries have creeped out along the walls and 
  ceilings like mold and found purchase on this side.  
  As you gawk at this rift, you begin to giggle. Blood 
  trickles down your nose and you know that to gaze into 
  this abyss is to let it gaze long into you. 
   
  DEAD HOLD 
  If you're running this variant, the portal has been stabilized and 
  creatures can now physically pass through the portal—although 
  mortals will find that it is a one-way trip. Once they enter the 
  Far Realm, they will not find their way out, effectively killing 
  their character. If there was ever a thing that a mortal should not 
  enter it is this portal.  
  
   
  231 
  Once the adventurers reach this area, read the text below. 
  Zalthar, the death knight (armed with his nine lives stealer, as 
  detailed in Area 34), is here with three nothics (former family 
  members) and their sacrifice: either Cassiok (see Area 39) or 
  Melissara, who has long-been suspected of not being committed 
  enough to the family or "the future."  
  The world is awash in a sickly light vomited out by a rift 
  to a place your mind has unhinged itself from. In the 
  distance, from behind that veil, you hear some titanic 
  beast groan again, lazily belching out its contempt for this 
  very reality. A cloud of spores erupts from the rift, 
  crashing to the floor and then dragging itself into the air, 
  meandering aimlessly but not inanimately. The rift, you 
  realize, is alive. It's breathing. Along the walls of this 
  room, tumorous flesh has crept in, finding purchase on 
  this side of reality, growing like a mold.   
  There are others here, standing before the breach in 
  your reality: three one-eyed freaks and a knight clad in 
  armor that can only be dedicated to celebrating death 
  itself. In his hand the knight clutches a longsword around 
  which float the wailing souls of its past victims.  
  If Melissara is the intended sacrifice, she has 1 hit point and no 
  remaining spell slots. Add the following text to your narration; 
  it assumes the party's already familiar with the archmage:  
  Crumbled at the death knight's feet is a bruised woman 
  missing an entire patch of hair—Melissara. She's 
  screaming; you could hardly hear her over the portal's 
  groans. She's screaming and kicking, but the freaks have 
  her tight and they inch ever closer to the edge.  
  "Zalthar!" she screams. All her magic must have 
  already been spent. She writhes again, but it's a futile 
  effort. "Zalthar! No! Please! Do not send me there!" 
  "Your commitment to our family—to the future," 
  murmurs Zalthar, "has been found lacking. A host must 
  host—what else is it good for? Goodbye, dear cousin… 
  and see you again soon."  
  The freaks plant Melissara before the brink—and as she 
  beholds an unseen madness therein, the death knight 
  plants his heavy boot on her back and kicks. She goes 
  screaming to what you're certain is not her death—but 
  something far worse.   
  If Cassiok is the sacrifice instead, he hands off his staff of power 
  to Zalthar. Read the following: 
  At the death knight's side is a ridiculous horror—a man 
  whose body is more of a carapace, beetlelike in nature. 
  His head is still mostly human, however. You catch only 
  a glimpse of his middle-aged features in that sickly light: 
  a crooked nose, a bald head, chitinous protrusions along 
  his cheeks. 
  "Well," says the freak. "Cousin, it has been a delight." 
  "You will be remembered," the death knight says, "but 
  perhaps not missed." 
  "My life for the future," says the freak. "A host must 
  host, mustn't he?" 
  "What else would he be good for?" agrees the death 
  knight.  
  The freak nods and hands his runed staff to the death 
  knight. With a content sigh, he walks face-first into that 
  sickly light, disappearing from this world entirely.  
  Once the sacrifice has been made, Zalthar and his minions face 
  the party. Read the following: 
  Only now does the death knight turn to face you. His eyes 
  burn as blue fire from behind that helmet.  
  "Dezmyr foretold your arrival," he says, lifting that 
  wretched blade of his. "I've been waiting for you. All this 
  time, I've been waiting for you." 
  Envoys of the Hungering Void. After the sacrifice has been 
  made, Zalthar and his nothics attack. On the third round of 
  combat, the sixth encounter of Dead Hold unfurls: the sacrifice 
  returns to Shadowdusk Hold as a star spawn seer with a pet 
  star spawn hulk. The seer's features are familiar, matching 
  with whoever was sacrificed—but his or her personality has 
  been obliterated and its skin is rubbery now, its fingers fused 
  into tongue-like appendages.  
  Read the following once this encounter occurs: 
  Amidst the carnage, the rift shudders and groans with 
  sloppy ecstasy. Your eyes confront that breach in reality, 
  even if your mind shies away into a dark corner, fearful 
  of that sickly light. Out from the portal steps a tumorous 
  creature whose arms are but rubbery, tongue-like 
  appendages. Its eyes are starry voids and it grips a twisted 
  staff made of equal parts flesh, bone, and iridescent 
  matter. It looks out across this place, this world, and 
  pronounces a sound of victory in a language you were 
  never meant to hear—that no mortal ought to ever hear.  
  At this creature's side is a flayed, hulking brute with far 
  too many teeth and lidless eyes that regard you as more 
  than a meal. It regards you only as its freshest playthings.  
  If Zalthar is still alive, he welcomes back whoever was 
  sacrificed and then adds, "It is done! Our work is at its zenith! 
  Let the world get… weirder. Now." 
  Lair Actions. The rift itself is as living of an entity as the star 
  spawn. On initiative count 20 (losing initiative ties), one of the 
  following effects occur; the same effect cannot occur two 
  rounds in a row:  
  • A tentacle unfurls and makes an attack roll against a creature 
  within 60 ft. (+5 to hit). On a hit, the target is grappled 
  (escape DC 13) and dragged 10 ft. closer to the portal; prone 
  creatures are dragged 15 ft. If it is dragged into the portal, the 
  creature is spirited to the Far Realm. See Entering the Rift 
  below for the effects of entering the Far Realm. A tentacle 
  has an AC of 14, 20 hit points and immunity to psychic 
  damage; destroying it frees the grappled character. 
  • The rift groans and unleashes a foul, strong wind. All non-
  aberrations within 30 ft. must make a DC 14 Strength saving 
  throw or be knocked prone. Zalthar and Dezmyr Shadowdusk 
  are immune to this effect. 
  • The rift shrieks in rage. All non-aberrations within 30 ft. of 
  the portal must make a DC 15 Intelligence saving throw or 
  take 14 (3d6) psychic damage. Zalthar and Dezmyr are both 
  immune to this effect.  
  • The rift vomits out a cloud of spores. Creatures within 10 ft. 
  of the portal must make a DC 16 Constitution saving throw 
  or take 17 (4d6) poison damage or half as much on a success. 
  On a failure, a creature also succumbs to a form of Indefinite 
  Madness (see App. C for details).  
   
  
   
  232 
  Funky Physics. Any of the effects described above can come 
  into play during this encounter.  
  Entering the Rift. A creature that enters the rift is taken to 
  the Far Realm and instantly takes 36 (8d10) psychic damage. 
  This damage occurs again every time the creature ends its turn 
  in the Far Realm. If it is reduced to 0 hit points, it does not die 
  but is instead taken by things therein and is effectively killed.  
  A creature on the other side of the rift is stunned. It can still 
  see the Material Plane and it can make a DC 15 Charisma saving 
  throw to return whence it came, even though a stunned creature 
  cannot move. On a success, it appears in an unoccupied space 
  within 5 ft. of the portal in Shadowdusk Hold. This harrowing 
  visit wreaks havoc on the creature's mind, causing them to 
  develop a form of Indefinite Madness (see App. C). They might 
  also suffer other deformities like the Shadowdusks have, which 
  is to be determined by the DM.  
  Closing the Rift. The gateway to that hungering realm can 
  only be closed from the other side—a realization that eventually 
  dawns on the party if the couatl Tezca-Zyanya doesn't reveal it. 
  If the couatl is with the party, it volunteers to close the portal, 
  otherwise it falls to another character, such as one of the 
  adventurers or Melissara. For the purpose of this module, 
  exactly how the portal is closed is never told to the players… 
  and any character that makes this sacrifice will never again see 
  the Material Plane. For all intents and purposes, that character 
  is dead, their corpse trapped in the Far Realm. Should one of 
  your players wish to make the sacrifice, let them, but only after 
  warning them that there is no coming back from that realm.  
  If Tezca-Zyanya is with the adventurers, it reveals its true 
  form now and sacrifices itself to close the rift. Read the 
  following, dramatized text:  
  It's bedlam. Even now the rift seems to shudder with 
  pleasure. Its mold trembles and finds further purchase in 
  this reality. You can see shadows in that sickly light—
  more of those foul creatures are lining up to walk into this 
  world and see it undone. Your heart begins to sink as the 
  hordes fall into ranks and march towards your side of the 
  rift.  
  It's when the first faceless beast pokes its maw through 
  the rift that a frog hops onto your shoulder and then into 
  the fray. You almost forgot of Tezca-Zyanya—and when 
  the frog lands, it becomes a flash of blinding light. Not 
  sickly light, oh no. Heavenly light that washes away the 
  darkness. Where once a frog crouched now hovers a 
  winged serpent whose every scale is radiant. Tezca-
  Zyanya's saccharine voice echoes within your mind: 
  "There is only one way to seal the rift… And it is my 
  burden alone to bear." 
  The winged serpent wades through the fray, evading 
  claws and psychotic energies. It slips into that rift, 
  showing no fear, no hesitation… and blinding light erupts 
  from within. That distant titan rages, denied again its 
  entrance to this world, and in its tantrum, you crumble to 
  your knees! The rift implodes, leaving a radiant scar on 
  the wall!  
  The rift now sealed, the moldy flesh of the portal wails as it 
  wilts to death. The star spawn howl, denied reinforcements and 
  conquest. Surviving Shadowdusks despair, their costly efforts 
  thwarted.  
   
  33. SHRINE 
  Portraits galore hang in this chamber, all featuring the 
  same woman: Dezmyr Shadowdusk. Her name is painted 
  onto every single one. As you spin about, you see that the 
  portraits are arranged chronologically: first showing 
  Dezmyr as a young woman who slowly grows taller until 
  she abandons gowns for armor in the iconography of 
  Torm himself. Just as she reaches what you can estimate 
  to be her thirties, she plunges into death, becoming a 
  skeletal warrior clad in dark armor… armor that still bears 
  that same iconography.  
  Disgust rears up within you. There's an air of adulation, 
  of unchecked limerence. Obsession, even. Whoever 
  produced or commissioned these portraits is obsessed 
  with Lady Dezmyr. It's almost frightening. These works 
  of art are nothing more than idols—this entire scene is 
  nothing more and nothing less than naked idolatry.  
   
  34. ZALTHAR'S CHAMBERS 
   
  34A. ZALTHAR SHADOWDUSK 
  The door to this dusty chamber is already open—and in it 
  sits a skeletal knight clad in deathly armor. In his withered 
  hands are two painted wooden figurines—and you can 
  only guess what sort of scene he was privately enacting.  
  Having interrupted his make-believe, the knight 
  addresses you: "Dezmyr foretold your arrival. I've been 
  waiting for you." He drops the figurines and unsheathes a 
  blade around which circle the souls of his past victims, all 
  wailing in damnation.  
  If the adventurers do not deign to join Zalthar in his private 
  chambers, the knight looses a Hellfire Orb and strides out to 
  greet them personally. He follows the same tactics as Dezmyr 
  (see Area 38). 
   
   
   
  DESCRIBING THE FAR REALM 
  The Far Realm is antithetical to the mortal mind. Should an 
  adventurer fall through the portal, describe it as a lightless realm 
  whose only floor is a black canvas. Every step sends ripples of some 
  foul water out across existence. A creature with darkvision or magic 
  is just as lost in the dark and can only see up to 10 feet away. Things 
  lurk there in the dark, just outside their periphery, sending up 
  splashes of water as they circle around that unfortunate soul. From 
  time to time, the ground shifts as a groan echoes throughout the 
  realm, as if they stand on the back of some sleepy titan—which they 
  do. They and the monsters there are but mites on the back of an 
  unseen colossus whose tumors and bleeding sores are like 
  carnivorous flowers. 
  Meanwhile, the senses begin to blur. The ears ring with tinnitus 
  and the nose bleeds as the brain suffers a long drawn-out aneurism. 
  Organs begin to fail one by one, but this does not kill the unfortunate 
  visitor, only liberate them. The mind slowly unhinges as the shadows 
  press in, as the claws come out, and the wolves lurking there in the 
  dark can hold back their appetite no longer. No one, as that damned 
  fool will learn, truly dies in this insidious realm—that would be too 
  merciful—and they are doomed to suffer this madness for eternity.  
  
   
  233 
  34B. BLACK OBELISK 
  Nothing stands in this bald chamber but for a black 
  obelisk fashioned from darkened crystal. It has a gravity 
  to it that lacks the greasy touch of all the other abhorrent 
  artifacts found in this wretched sanctum of the 
  Shadowdusks.  
   
  DEAD HOLD 
  Under this variant, Zalthar is not in his chambers, but instead 
  Area 32, where he is sacrificing a family member to the Far 
  Realm so that a star spawn seer can take over his or her body.   
  Trapped Celestial. The couatl imprisoned within the black 
  obelisk telepathically contacts the party, urging them to free it 
  from this dark prison. Read the following: 
  As you gaze at the obelisk, that saccharine voice 
  infiltrates your mind—and, tracing its warmth, you find 
  that it first found purchase in your very heart.  
  "Free me," it softly demands. "Whether your heart is 
  black with rot or as gilded as the heavens above, you must 
  free me. The flood is coming and it will sweep up all 
  creatures—even you—in its wrath. There is no parleying 
  with such an animal force. No mortal, no matter how evil, 
  can weather their invasion—nor should they abide it. 
  Destroy my prison; topple the obelisk. The rift must be 
  sealed before it is too late." 
  Free at Last. If its prison is toppled, the couatl emerges as a 
  toad. Read the following: 
  The obelisk teeters—and crashes thunderously onto the 
  floor, sending lightning-like cracks throughout the tiles. 
  Crystal flies everywhere and, for the sake of your own 
  skin and eyesight, you shield your face from the debris.  
  When at last you lower your guard, you see only a 
  yellow frog crouched upon the obelisk's shattered head.  
  "Well?" comes a telepathic voice. "Let's get a move on."   
  Roleplaying the Couatl. Tezca-Zyanya normally would not 
  reveal itself as a celestial, but does so if the adventurers promise 
  to help end this madness. It insists that they immediately set out 
  for the portal, "before more of the unbidden enter this world." 
  It is utterly consumed by this duty. Having forgotten its own 
  identity, the couatl has founded its new one on this quest. It does 
  not yet reveal that only a creature on the other side of the portal 
  can close the rift.  
   
  35. EYES OF STONE 
  There is power here. More power than you could possibly 
  ever crave. It flows like an arcane wind that whispers in 
  your ear and rustles your cloak. You know whence it 
  came: the arch gate set into the wall. One of Halaster's 
  gates—perhaps the last gate in all of Undermountain. Its 
  keystone is carved in the likeness of Halaster himself and 
  its stony eyes follow you as if it were alive. Surely there 
  must be a trap here, a trick. In the corner you spot a 
  petrified beholder lost to eternal, stony sleep. What does 
  it mean? What has the Mad Mage lain for you?"  
  Sacrificial Item. At your discretion, the gate permanently 
  destroys any magic item sacrificed to gain access to Level 23. 
  This distinction is necessary; it is written on Level 23 that 
  Halaster might return the magic item when they meet him in his 
  sanctum. Ideally, the adventurers will sacrifice the Shadow-
  dusks' black crystal tablet, depriving them of their usual means 
  of contact with the Far Realm.   
  Do It. If the party hasn't yet dealt with the Shadowdusk 
  family—Dead Hold variant or not—Halaster telepathically 
  whispers to them, "Come. Leave them to their devices. To their 
  crusade. Ours is a dance between friends and lovers; they have 
  no place at the table. There's but one road to my domain and 
  you're looking at it. Come. Take the head, and the rest of the 
  body dies—isn't that true?"   
   
  DEAD HOLD 
  Under this variant, over a dozen corpses surround the arch gate, 
  most torn apart, but some clutching their faces or scraping at the 
  empty space underneath. These were those that did not "make 
  the cut-off," as Halaster would put it, and were left to the star 
  spawn. Those that weren't torn to shreds died by sheer panic. 
  Additionally, Dezmyr and Zalthar can sense if the rift to the 
  Far Realm is sealed. If the couatl manages to close the rift, 
  Dezmyr attacks the party when they reach this area along with 
  three wraiths and, at your discretion, Zalthar. If the party has 
  the black crystal tablet and seems intent on sacrificing it to the 
  gate, they're desperate and panicked—a sharp contrast to their 
  otherwise frosty, undead demeanors. 
  If Dezmyr intercepts the party, she unleashes a Hellfire Orb 
  as soon as she's within range. There's a 25% chance that it only 
  hits the closest adventurers. Read the following: 
  Just as you're about to put an unknowable amount of 
  distance from this madhouse, an orb of black flame comes 
  sailing out of the darkness and explodes against the gate. 
  Through the smoke and flames you see striding forth a 
  knight clad in the armor of Death itself, and, at her heels, 
  a retinue of wraiths.  
  Lady Dezmyr Shadowdusk comes forth, her name 
  attaching itself firmly to your brain. Her blade is already 
  drawn when she shouts, "The fork is unforgiving and the 
  void vast between the stars. Your end begins here."  
   
  38. DEZMYR'S CHAMBERS 
   
  38A. MEMENTO MORI 
  The door opens silently upon an unfurnished suite. It's 
  cold here and the air is ripe with spores that undulate like 
  a fleet of wasps. A tapestry depicting Waterdeep, the City 
  of Splendors, hangs from the wall and before it is a stone 
  pedestal on which rests a charred skull, small and human. 
  The skull is angled towards the tapestry, as if it longed to 
  look at those better days of the past.  
  Across the room stands another door behind which a 
  hushed conversation takes place.  
  The conversation is too faint to be heard, even with an ear 
  pressed to the door. In Area 38C, Dezmyr is taking counsel 
  from her wraith advisors.  
   
   
   
  
   
  234 
  38C. DEZMYR'S SANCTUM 
  A voice heralds your arrival, a voice of the grave, filled 
  with rot and worms: "They have come at last."  
  "Indeed," murmur's a graven woman. Your eyes fall 
  upon a knight of death and decay clad in ebon armor. A 
  council of wraiths float behind her, smoky and ephemeral. 
  Behind the knight stretches a fresco depicting her and 
  another knight as they were in life—gilded and good, 
  armored and on horseback, with the iconography of Torm 
  emblazoned on their armor. The symbol on her shield is 
  that of an upright torch—the opposite of what the 
  Shadowdusks now consider their heraldry.  
  The death knight looks to you; her eyes are starry voids 
  within which one can guestimate all of Creation's worth. 
  Her blade rasps against the sheathe as its drawn. Dezmyr 
  Shadowdusk murmurs, "The stars turn, and a time 
  presents itself," as her wraiths sink into the wall and 
  disappear with chilling shrieks!  
  Dezmyr cannot be parleyed with, even if they hold the black 
  crystal tablet hostage. She attacks without hesitation.  
  Tactics. Dezmyr and her forces use these tactics:   
  • Dezmyr fights with wild abandon, knowing that she will return 
  from death just as she did before. It's only if she knows that 
  Zalthar is dead and her family's work is threatened that she 
  tries to survive.  
  • Dezmyr's wraiths rely on their Incorporeal Movement to 
  harangue the party from above, below, and behind, 
  employing hit-and-run tactics by phasing through the walls 
  and floors. They start combat behind Dezmyr, thus avoiding 
  her initial Area-of-Effect abilities. She directs them to attack 
  distant foes, especially casters that can't inflict much damage 
  with an opportunity attack.  
  • Dezmyr does nothing that will endanger her mother's skull in 
  Area 38A. Thus, the adventurers are safe from a Hellfire Orb 
  while within 20 feet of it. 
  • Dezmyr opens up on her first turn with a Hellfire Orb if the 
  adventurers are bunched up and her wraiths aren't going to be 
  caught in the blast.  
  • Many of Dezmyr's spells are cast as bonus actions, which 
  competes with her ability to undo damage to herself or her 
  allies. Likewise, most are concentration spells. She blows 
  through her highest-level spell slots first, which are spent on 
  smite spells.   
  • On her second turn, Dezmyr casts destructive wave if she's in 
  the heart of the fray. If not, she casts staggering smite at 4th-
  level instead. 
  • Until her foes dwindle in number, Dezmyr reserves her 
  reaction for her Parry ability. As they fall, she then uses it for 
  opportunity attacks.  
  • If a foe tries to flee, Dezmyr casts compelled duel to ensure 
  they stay within 30 feet of her. 
   
  Dead Again. If Dezmyr is slain, her last words are, "We do 
  not fear the darkness… the void between stars… but you soon 
  shall." 
   
  DEAD HOLD 
  If you're running this variant and the party has dealt with 
  Encounter 5 or 6, remove three of the wraiths in this fight to 
  make up for the beating they've taken from the star spawn. 
  Likewise, the wraiths appear as creatures of sickly light only 
  vaguely humanoid in shape—a measure the mortal mind takes 
  to attach some degree of familiarity to those things. 
  If the portal to the Far Realm has yet to be sealed, Dezmyr 
  says, after her initial riddle, "It is too late. The knob turns and 
  the darkness smiles." 
  If the portal has already been sealed by the couatl's sacrifice, 
  Dezmyr mocks, "Time is a wheel. So as it was, shall it be 
  again," believing that her family's work cannot be thwarted. 
  She, like her family, can sense if the portal is sealed. 
   
  39. DRACOLICH'S PHYLACTERY 
  You're met by a freak so ridiculous you find yourself 
  analyzing this strange chamber before confronting him.  
  The walls here bulge and wriggle as if they were the 
  flesh of some flea-ridden, tumorous beast. A statue 
  suffering from a similar malady stands nearby in an 
  alcove, writhing until it morphs into another person. 
  Every few seconds, it takes on a new appearance, but 
  always is it of a noble.  
  The freak. You turn your eyes and mind back upon the 
  freak: a bald, middle-aged man with chitinous protrusions 
  along his cheeks. His body is that of a beetle's, its black 
  carapace only modestly hidden by the tatters of a black 
  robe that spares you the indecency of his groin. He leans 
  on a heavy staff intricately carved with runes of power. 
  You only realize now that the freak has been addressing 
  you for the last few moments and you cannot even make 
  sense of his words, he's so crazed. His mind is as ruined 
  as his body. Even the slavering, beaked monstrosity at his 
  side—a grick, you dully realize—makes more sense than 
  him.  
  "This place must be razed," you can't help but think—
  and not for the first time.  
   
  DEAD HOLD 
  If you're running this variant, one of Shadowdusk Hold's 
  archmagi must be sacrificed to the Far Realm so that a star 
  spawn seer can take over the host's body and enter the Material 
  Plane. If this victim isn't Melissara (dragged screaming to the 
  portal's edge), then it has to be Cassiok. There's just no way that 
  you can maintain the integrity of this level's theme of horror by 
  presenting a man with the body of a beetle to your players. It's 
  just too ridiculous. Send him to the portal, leaving the gray 
  slaad and grick alpha to guard this room.  
   
   
   
  
   
  235 
  40. LYNNORAX'S LAIR 
  Darkness lurks like a smoky haze in this unlit chamber, 
  within which lies a dragon—and it's with a silent sigh of 
  relief when you realize it's nothing more than a skeleton 
  cloaked in dust so thick, you could bake it into bread. 
  When it moves on its own accord, you can't help but 
  flinch—your heart seizes, for Death was clearly cheated 
  out of this corpse. "Imprisoned for decades," the skeletal 
  drake grumbles. "Reduced to a guard dog with no visitors 
  to harangue."  
  The creature rises to its full height, its every joint 
  creaking and complaining with the effort. Dust showers 
  the chamber, falling like heaps of sand and choking the 
  air.  
  "You," says the drake, "will make a fitting distraction." 
  Its jaws part—and inside its empty mouth lightning 
  curdles, lighting up its entire body and filling the Hold 
  with a serrated shriek! 
  It isn't explicitly spelled out in DotMM whether this area counts 
  as Lynnorax's lair. The Companion contends that it doesn't; the 
  adventurers already face more than enough danger in these 
  halls. If this was to be the dracolich's lair, they would have 
  included new and exciting lair actions befitting its undead 
  nature and Far Realm-influenced location.  
   
  41. SHADOWDUSK VAULT 
  There can only be one thing behind a dragon, dead or 
  otherwise: a hoard of unimaginable wealth… and the 
  Shadowdusk's vault does not disappoint. Treasure galore 
  is heaped in one precarious pile at the center of the vault, 
  watched over only by monstrous statues standing in 
  shallow alcoves. 
  The statue directly ahead is carved in the likeness of a 
  nude woman whose head has been replaced with a chisel-
  toothed maw. No eyes, no forehead, no ears—only a 
  toothed void. 
  To your right stands a statue of a young man whose 
  cranium has erupted into a mass of tentacles. And to your 
  left is a melting statue of Halaster himself, his eyes 
  sparkling as they droop in the flood of his face. His stony 
  smile speaks volumes. It seems to tell you that your game 
  is almost at its end—that all things must end and when 
  they do it is not pretty, not at all.  
  Additional Loot. If you're a kind DM, or a worried one, now 
  is the most opportune moment ever to add diamonds worth 300 
  gp or more. Or, in other words, the reagents needed for the 
  revivify spell. These are the last of the diamonds that Dezmyr 
  and Zalthar used to resurrect family members—before they fell 
  from grace. Choose one of the methods below to present the 
  diamonds to your players:  
  • Each of the statues holds the diamond: stuffed in the melting 
  eye of Halaster; deep in the chisel-toothed maw of the 
  southern statue; and in the center of the tentacles of the 
  western statue. 
  • For every minute a character sifts through the hoard, 
  they have a 5% chance of finding a diamond.  
  • If the adventurers listen to the gold music box's song, 
  which takes 1d4+2 rounds to play, a diamond 
  magically appears in a space where a ballerina would 
  be. This can occur three times, after which the music 
  box loses its magic.  
    
   
   
  
   
  236 
  EPILOGUE 
  The simple fact is that the adventurers are just about to peak. It 
  doesn't matter if they defeat this level's bosses; they're already 
  17th-level and they're slated to hit 20th-level after they defeat 
  Halaster.  
  Dead Hold. If the adventurers ran through the Dead Hold 
  encounter, give them the experience they would have earned if 
  they tackled the dracolich. If the party destroyed the black 
  crystal tablet and sealed the rift, the Shadowdusks' are 
  effectively destroyed, all their efforts undone. Without the 
  tablet, they can't so easily contact the Far Realm. Without the 
  rift, the star spawn cannot waltz into this reality. The party has 
  truly scored a victory for Toril and the Multiverse at large.  
   
  SEND-OFFS 
  The Dead Hold variant is of so much importance that separate 
  send-offs to end your session are written below. Regardless of 
  which one you use, add in Halaster Bids to the end.  
   
  THE STANDARD SEND-OFF 
  You have always known Undermountain to be the 
  opposite of paradise—but this, as they say in the worlds 
  above, truly takes the cake. The foul efforts of these freaks 
  can never be told, lest they inspire others to stranger 
  heights. As you stand in the gate to Halaster's personal 
  domain, you can't help but shudder with relief as you put 
  an unknowable amount of distance between you and 
  Shadowdusk Hold. You can only pray that the Mad Mage 
  has a gateway there that will let you return home without 
  ever again stepping foot in this madhouse.  
   
  THE DEAD HOLD SEND-OFF 
  If you ran Dead Hold, read one of the send-offs below.  
  The Rift Sealed. If the adventurers managed to seal the rift to 
  the Far Realm, they've spared this world from an early 
  Armageddon. Read the following: 
  The world will never know how close it came to 
  destruction—and nor should it. This rift has been sealed, 
  but there are surely others that would try to open that 
  blasphemous door to the Far Realm. They would try, you 
  have no doubt, emboldened by the near success of the 
  Shadowdusks.  
  Even you have forgotten so much of what has 
  transpired. Dully, you understand that's just your mind's 
  attempt to cope with the horrors you've witnessed. Like 
  patterns in the sand, waves sent from the deep ocean of 
  your mind wipe away any evidence of what happened. 
  The details are already foggy. Some part of you knows 
  that you ought to remember—but your mind refuses, as if 
  it were a parent choosing the better of two evils. Your 
  sanity has surely been frayed—and soon you won't even 
  know it. Will your mind ever heal? Will it ever surrender 
  to you the memories of what— 
  —of whatever happened here in this wretched place? 
  The Rift Unclosed. If the adventurers leave this level without 
  sealing the rift, read the following: 
  You've gazed long into the abyss—and it has left you 
  broken. What's done is done; you cannot be expected to 
  right a wrong so flagrant. What mortal can? This is, 
  simply, above your paygrade.  
  You'll return, you tell yourself—but deep in your heart, 
  you know that to be a lie. Perhaps one day you can forgive 
  yourself for such cowardice—even if the world, whether 
  it learns of this blasphemy, does not. Your only solace is 
  that, should you cut down the Mad Mage, you might find 
  in his sanctum the secrets to return to Shadowdusk 
  Hold—and bring about these freaks' well-deserved 
  reckoning.  
   
  HALASTER BIDS 
  Add the following narration to your chosen send-off: 
  The gate thrums with energy, scooping you up and 
  spiriting you away from this madhouse. The journey to 
  the Mad Mage's sanctum is not instantaneous, however. 
  You speed through corridors strewn with passing stars 
  and long-drawn-out light. Halaster's voice bounces off the 
  curve of infinity and resounds in your mind: "Our game 
  is almost at an end. The stars turn, and a time presents 
  itself." 
  It's in that moment you realize Halaster has been the 
  patron behind all this madness. If he did not orchestrate 
  the Shadowdusks' efforts, he certainly approved it, gave it 
  his rubber stamp. If he would allow such things to be 
  bidden into this world, then he cannot be left alive. He's 
  broken a covenant with all mortalkind—with the 
  Multiverse itself. No person should be willing to let those 
  things crawl into reality. 
  This madness must be stopped, and that burden falls to 
  you. Only you are in a position to end Halaster 
  Blackcloak's spree. It's as if Destiny itself has lured you 
  here for this purpose—and you cannot help but think back 
  to your initial motivation to delve into Undermountain: 
  gold, glory, and power. 
  What use is the power you've gleaned if you do not use 
  it now to spare the world from the Mad Mage's antics? 
  What has this all been for, if you do not thrust that blade 
  deep into his rotted brain?  
  Chasing that is another realization, this one far more 
  chilling: he wants you there. He's expecting you. Perhaps 
  he always has. Perhaps all of this is just one long-drawn-
  out game of chess in which a deluded pawn has painted 
  itself as the king. He's waiting for you there, armed and 
  ready in a mad wizard's lair.  
  His whisper comes again, as if he heard your conflicted 
  thoughts. "The time has finally come… to dance with you 
  in person…. At ground zero of my zoo. You truly are the 
  greatest friends I have ever had."  
   
   
  
   
  237 
  LEVEL XXIII: MAD WIZARD'S LAIR 
   
  " You truly are the greatest friends that I've ever had. Perhaps, you'll be the last," – The Mad Mage 
   
  QUICK NOTES 
  • 
  If you utilize the many variants provided in this chapter of 
  the Companion, the party should gain a long rest before 
  they leave Area 1, courtesy of chronomancy spells placed 
  by the Mad Mage. Thereafter, they cannot achieve a long 
  rest on this level. Let that be repeated: the party should 
  never be allowed another long rest on this level. It isn't 
  hard to contrive (and justify) a way to ruin any rests the 
  party takes. This is Halaster's personal domain, after all.  
  • 
  There are few—but mighty—creatures on this level. All 
  are meant to soften the party up before they reach Halaster. 
  • 
  If you use the Elite Four penultimate encounter, Arcturia 
  and Trobriand are missing from their respective areas—so 
  that the party can't kill them prematurely.  
  • 
  The party can acquire a horned ring in Area 29, allowing 
  its attuned wearer to bypass Undermountain's restrictions 
  on magic—meaning a wizard could teleport the party out 
  of the dungeon to rest and come back to fight Halaster.  
  • 
  Marambra Nyghtsteel, the missing apprentice of Halaster's, 
  was intentionally left out of DotMM by its authors so that 
  the DM could use her as they wished. The Companion has 
  utilized her in a few, mutually exclusive ways. See the Elite 
  Four penultimate encounter and Areas 2, 24, and 29.  
  • 
  Except for the final encounter of Third Times the Charm, 
  where the Mad Mage tries to drop the asteroid Stardock 
  into Toril, Jhesiyra is mentioned little in this document, as 
  she is best left to the Dungeon Master's imagination.  
   
  PREVIOUSLY ON DUNGEON OF THE MAD MAGE 
  Keep in mind the following when running this level: 
  • The adventurers may have destroyed Arcturia's phylactery on 
  Level 14, earning her ire. 
  • The party may have encountered the Scavenger on Level 19 
  and learned of its purpose. Its helm is in Area 20.  
  • The party may have sided with one of the genies on Level 19, 
  which can come up in the Planar Hopscotching encounter 
  (see Ultimate Showdown)  
  • The adventurers should be familiar with the Seven, whose 
  portraits could be seen on Level 9.  
  IN THE KINGDOM OF MADNESS 
  The time has come to lay waste to Undermountain's mad tyrant. 
  At last, the gloves are off: the tortured captives of Halaster 
  Blackcloak can strike him down and win their well-earned 
  freedom—and the Mad Mage can shed his veneer and finally 
  throw his full might against such worthy opponents.  
   
  ORGANIZATION 
  This toolbox of a chapter is heavily modular. It adds several 
  variants to help cap-off your campaign and overhaul its final 
  encounters. The following elements are included:  
  Optional Twists are late additions to your game you can use 
  to shock your players. They are more narrative than mechanical. 
  Penultimate Encounters provide a challenge to throw 
  against the party right before they face the Mad Mage—because 
  otherwise, they just saunter into his throne room.  
  Ultimate Showdown encounters are used to elevate the pitiful 
  final fight with Halaster into something worthy of you and your 
  players. Mix and match your preferred encounters.  
   
  THE LEVEL AT LARGE 
   
  LEVELING UP IN THE MAD WIZARD'S LAIR 
  The adventurers must be 17th-level to contend with the Mad 
  Wizard's Lair and DotMM claims that they should hit 20th-level 
  by clearing the level. The Companion breaks this down further: 
  Penultimate Encounter. If you run a penultimate encounter 
  before facing Halaster, the party should reach 18th-level. See 
  below for details.  
  Ultimate Showdown. The adventurers should hit 19th-level 
  after triumphing over two of the ultimate encounters described 
  in Ultimate Showdown.  
  The Mad Mage. For defeating Halaster in combat, the party 
  should hit 20th-level. If you're running the Ground Mage Day 
  optional twist or Third Times the Charm variant, the party 
  cannot level up to 20th-level until they're free from Halaster's 
  grasp forever.  
   
  PERSONALIZING LEVEL 23 FOR YOUR PARTY 
  Your party has triumphed over countless horrors and challenges 
  to reach this level. They're the cream of the crop, destined for 
  greatness, and worthy of the Mad Mage's respect. You can 
  personalize this level for your players through some of the 
  following ways:  
  • Every creature on this level should know who the party is—
  by now they're legendary throughout Undermountain. These 
  creatures' dialogue should reflect this infamy.   
  • Take stock of the party's arsenal and plan around it—but don't 
  invalidate it. If they have a stock of healing potions, then you 
  have license to amp up the pressure. If they have a potion of 
  giant's strength, don't let an Athletics check derail your entire 
  set-up. Keep track of their consumables and other magic 
  items. You cannot afford to be taken unawares. Halaster, a 
  20th-level wizard with an Intelligence score of 24 and ample 
  access to scrying spells, should know what the adventurers 
  have at their disposal. 
  • An artificer might be invited to become Trobriand's apprentice 
  if they help him overthrow Halaster.  
  
   
  238 
  • Arcturia might offer to cure a character of their "maladies." 
  • Halaster might offer an apprenticeship to a character, whether 
  they're already a spellcaster or not. Muiral began as just a 
  bodyguard, so why can't the party's barbarian or fighter?  
  • A cleric or paladin or warlock might be drawn by divine (or 
  infernal) providence to the diabolical and angelic shields in 
  Area 6B and 9B, which respectively contain a pit fiend and 
  deva. This entity might be the warlock's patron or ally; or it 
  might be a servant of the cleric or paladin's god.  
  • Call back to the campaign's earlier days. If a beloved or hated 
  character survived the party, perhaps orchestrate their grand 
  appearance on this level, even if they're here to oppose them. 
  Examples include Wyllow, the aboleth Illuun, and the genie 
  the party did not free from Halaster's service.  
   
  RESTING IN THE MAD WIZARD'S LAIR 
  It is impossible for the Companion to anticipate your party's 
  composition or current wellbeing. Thus, it assumes that they 
  achieve a long rest upon arrival to Level 23, courtesy of 
  Halaster. This will be the last long rest the party ever gains until 
  the Mad Mage is dead.  
  To ruin the adventurers' long rest, consider the following: 
  • Halaster is aware of the party's presence on this level. No one 
  enters his lair without his knowledge. To interrupt the party's 
  rest, he releases the four invisible stalkers from Area 5. They 
  do not fight to the death, but attack for a round or two, then 
  flee. Until the party gives up on resting, the stalkers plague 
  them. If these stalkers are slain, Halaster can resort to the 
  helmed horrors or ultroloths also on this level.  
  • Contrive that spells of Leomund's tiny hut do not work on this 
  level or have Halaster just dispatch a creature with dispel 
  magic, such as a nycaloth.  
   
  BATTLING HALASTER 
  The final showdown with Halaster is described under Ultimate 
  Showdown below. A number of encounters, all of them zany, 
  have been provided. Simply pick your poison and run it.  
  The Companion seeks to fulfill the expectations of Halaster, 
  a master wizard, by overhauling the final encounter, changing 
  up his spell list, describing the defenses he would erect in 
  anticipation of this conflict, and more.  
  While you could bend rules or fashion homebrew spells for 
  Halaster, the Companion tries to keep it all aboveboard, more 
  or less, working within the limits of a 20th-level wizard at the 
  helm of a massive hoard of wealth, spellcraft, and industry.   
   
  ADDRESSING THE DISAPPOINTMENT 
  Halaster Blackcloak is a mad genius empowered by the 
  legendary Knot in the Weave. He has defied his natural lifespan 
  and spent it in the study of magic. He is cunning, diabolical, 
  paranoid, and a master of the Arcane that can never truly die, so 
  long as his demise occurs in Undermountain—and yet DotMM 
  makes him into a lightweight. Suffice to say that the final 
  showdown of this campaign is a letdown unworthy of print.  
  The Criticisms. Here are a number of issues with Halaster, as 
  presented in DotMM. To be fair, the Mad Mage is practically 
  immortal, and therefore isn't too troubled by death, but his 
  demise is too anticlimactic for a Dungeons & Dragons 
  campaign when he is the chief antagonist in the story.  
  • Despite being a CR 23 foe, Halaster is a glass cannon, hardly 
  able to withstand a group of 17th-20th-level adventurers for 
  even a single round.  
  • With the exception of the empyrean Nalkara, he has laid no 
  traps for the adventurers—not a glyph of warding, not a spell 
  of symbol. Neither has he even already cast mind blank on 
  himself—which he has prepared—or cast contingency. He 
  hasn't even utilized his arsenal of potions or spell scrolls 
  (which can be produced in areas that are already described in 
  his lair). All he has to his name is a throne that renders him 
  invisible. Big whoop.  
  • His Lair Actions are largely muted in Area 33, with exception 
  to his ability to reshape stone or spaces—although the latter 
  must be unoccupied. His other two options are only useful if 
  he tries to run from the adventurers, which the module makes 
  no mention of.  
  • Despite sitting on a hoard of magic items, many of which he 
  can reasonably find throughout Undermountain, he has only 
  a blast scepter and horned ring. Compare this to other 5E 
  campaign antagonists, some of whom have five attuned items. 
  • His Spell Ward Legendary Action is laughably insignificant: 
  five temporary hit points per level of sacrificed spell slot, up 
  to 4th level? Get out of here. 
   
  HALASTER'S EMOTIONAL STATE 
  The Mad Mage does not need to fear death—he has returned 
  several times already. However, it takes an excruciating toll on 
  his body and, more importantly, his ego. Halaster wants to have 
  his game, but he does not want to lose. He will not abide 
  failure—because he has never been a failure. He's died, he's 
  goofed up, dropped the ball, and made more mistakes than he 
  can remember, but he is not a failure. 
  That being said, Halaster is in pursuit of something far greater 
  than victory: a challenge. He has had quite a while to prepare 
  for the adventurers and he could easily crush them—he could 
  wish them away—but that would not be satisfying. That's what 
  Halaster craves: satisfaction by besting a worthy opponent 
  whose fate is undetermined. It's for reasons like this that he 
  lacks spells that just utterly remove creatures from the fight, 
  such as banishment (and why the Companion removes maze 
  from his spell list).  
  When the adventurers take the fight to Halaster, don't excuse 
  stupidity for madness. Halaster is, of course, the Mad Mage, but 
  he is not irrational for this encounter. He is, perhaps, the most 
  lucid he has ever been. He would take every precaution that 
  would not spoil the challenge. He would not spare an enemy—
  in fact, he would break the fourth wall and subvert expectations 
  by finishing them off. Above all, he cannot afford to become a 
  cliché, and he knows it. There are no grandiose speeches, no 
  taunts. The Mad Mage is spoiling for a fight—and he has no 
  obligation to fight fair. 
   
  HALASTER'S SPELLS 
  Obeying the same mechanics of spell preparation just like any 
  other wizard, Halaster can prepare up to twenty-seven spells. In 
  anticipation of this inevitable conflict, he has swapped out the 
  following spells from his list of prepared spells: arcane lock, 
  cloud of daggers, hallucinatory terrain, knock, maze (because 
  it's an anti-fun spell that just removes the dumbest character 
  from the final battle) magic missile, programmed illusion, silent 
  image and symbol (if he were to use this spell, he would've cast 
  it days ago).  
  
   
  239 
  You can replace the spells as you see fit. However, several 
  Ultimate Showdown encounters require that he prepare 
  particular spells, such as feather fall. The following spells are 
  worthy of his preparation. Spells marked with an asterisk 
  belong in Xanathar's Guide to Everything.  
  • Fire shield, which he would cast before combat 
  • Mirror image 
  • Misty step, which is great for goading counterspells, pairing 
  with a fire bolt, and casting via a Legendary Action 
  • Mordenkainen's faithful hound, which he would cast before 
  combat; it bites anyone foolish enough to approach him 
  • Power word pain*, used to cripple spellcasters 
  • Slow 
  • Steel wind strike* made with a dagger 
  • Synaptic strike* 
  • Thunderwave (which replaces magic missile; while it may 
  seem redundant with his blast scepter, Halaster needs a 1st-
  level spell that protects him, harms others, and baits counter-
  spells that he can cast with a Legendary Action) 
   
  Cantrips. Halaster knows four cantrips and they're all a bit 
  lackluster. As a 20th-level wizard, he should at least have a 
  fifth; as an apex mage, it's conceivable for him to know every 
  single wizard cantrip. At a minimum, the Companion adds 
  shocking grasp to his repertoire, but you can also add: 
  • Blade ward, which he only ever casts with a Legendary Action 
  • Chill touch, if you're especially vicious with how you run your 
  version of Halaster; he casts it via a Legendary Action after a 
  character is grievously wounded 
  • Gust, which is quite useful for encounters in which the party 
  must contend with great heights and gravity, such as the Plane 
  of Fire encounter in Planar Hopscotching   
   
  HALASTER'S GEAR 
  It would be easy to kit Halaster out in overpowered magical 
  items, but the Companion is conservative. It suggests only the 
  following equipment. Given his potion brewery, factory, and 
  wealth, it's conceivable for him to have prepared these items.  
  • Two potions of resistance, chosen from the party's two most 
  favorite damage types (but not fire or lightning, as his blast 
  scepter already grants resistance to those damage types). 
  These effects persist for 1 hour.  
  • An oil of slipperiness, granting him the effects of a freedom of 
  movement spell for the next 10 minutes—which will wrinkle 
  the nose of any warriors fond of grappling and monks that 
  intend to disable him with a Stunning Strike. He applies this 
  to himself before the adventurers reach Area 33. 
  • Three potions of greater healing (4d4+4 hit points), two 
  potions of superior healing (8d4+8) and a single potion of 
  supreme healing (10d4+20).  
  • A handful of dust of sneezing and choking which can be used 
  to incapacitate foes—namely spellcasters who are warded 
  with heavy spells like invulnerability. Be aware that Halaster 
  also has to make the DC 15 Con. saving throw and will blow 
  a Legendary Resistance if he fails.  
  • A single bead of force  
  • A gem of brightness with five remaining charges 
  • A rope of entanglement 
   
  See the sidebar for these items' effects and details, as well as 
  Halaster's Legendary Actions for how Halaster can utilize these 
  items.  
  HALASTER'S PREPARATIONS 
  The greatest and most ridiculous mistake made by the DotMM 
  authors is not having Halaster cast any spells in anticipation of 
  the battle. He's a wizard, for crying out loud. Perhaps they 
  would have assumed that the Dungeon Master would do so. 
  Perhaps they didn't. At the very least, Halaster would ward 
  himself with the following spells: 
  • Fire shield, cast shortly before the adventurers arrive to Area 
  33. Woe be to the warrior that dares strike at Halaster.  
  • Mage armor (this is a given; even DotMM can assume to have 
  that already cast)  
  • Mind blank, cast within the last 24 hours, but before the Mad 
  Mage underwent a long rest. This wards him from psychic 
  damage and even wish spells that alter his consciousness.  
  • Mirror image, cast while the party's in Area 33, before combat 
  or via a Legendary Action during it.  
  • Mordenkainen's faithful hound, cast seven hours ago. The 
  hound is not there as a sentry, only as a means to punish the 
  warrior that dares attack Halaster 
   
  Per his Arcane Recovery feature, Halaster regains his 
  expended spell slots of 5th level or lower when he finishes a 
  short rest. Therefore, he can afford to buff himself before battle. 
  If the adventurers take a rest, so does he.  
  Traps and Glyphs Galore. The Clash of the Titans encounter, 
  detailed below in Ultimate Showdown, has Halaster also ward 
  his lair with glyphs of warding and the like.  
  Contingency. The Mad Mage wards himself with the most 
  wizardly spell of all: contingency. You need to personalize the 
  contingent spell to your players' penchants and capabilities; 
  however, the following spells would interest Halaster: 
  • Haste, with the clause that he's within 5 ft. of a foe. Thus, he 
  can take the Disengage action with haste's extra action.  
  • Otiluke's resilient sphere, activated when he is reduced to half 
  his hit points or less (a.k.a. "bloodied"). While in the sphere, 
  he drinks any potions he might have or reapplies any buffs he 
  needs, such as mirror image or the like. Alternatively, the 
  clause he sets is that it activates when a power word kill spell 
  is cast against him, if he knows the party has that spell.   
  • Polymorph, with the clause he is reduced to 62 hit points or 
  less (a.k.a. "gravely wounded"). He turns into either a giant 
  ape or a tyrannosaurus rex (your choice) 
  • Protection from energy, if he didn't account for such damage 
  with a potion of resistance. The spell activates whenever he 
  takes the chosen damage from acid, cold, or thunder damage 
  (fire and lightning can be chosen as well, but his blast scepter 
  already grants him resistance to those damage types)  
  • Remove curse if your adventurers have demonstrated a pen-
  chant for bestow curse or the like.  
  • Skill empowerment (see Xanathar's) if Halaster did not use an 
  oil of slipperiness. He chooses Athletics or Acrobatics to be 
  competitive in grapple checks; the former bumps his check 
  up by +14, the latter by +18.   
  • Stoneskin, with the clause of activating whenever he is struck 
  by a physical attack. 
   
  Remember, that a contingent spell still requires the caster's 
  concentration if it would normally require it. Additionally, a 
  caster can only have one contingent spell at a time. If you'd like 
  to have a "Gotcha" or "You activated my trap card!" moment, 
  write down Halaster's contingency on an index card and reveal 
  it to your players once it's been triggered.  
   
   
  
   
  240 
  Some encounters make use of a contingency spell and thus 
  compete with whatever you use here. See Ultimate Showdown 
  for details; a notable example is Halaster polymorphing himself 
  into a shark if he is ever engulfed in water (which he will be if 
  he takes the adventurers to the Plane of Water).  
   
  HALASTER'S LAIR ACTIONS 
  When compared to other legendary characters and creatures, 
  Halaster's lair actions come up short. You must, however, 
  utilize them during the final conflict. Consider: 
  • Per Alterations to Magic, spells cannot destroy or alter the 
  shape of Undermountain's ceilings, walls, floors and more 
  (doors, however, aren't protected). Therefore, Halaster can 
  form an impenetrable wall or create pits. He can't encase a 
  character within the area, as the area must be unoccupied, but 
  he can at least hinder their progress.  
  • Halaster can duck into Areas 32 and 34-36 and use a lair action 
  to replace the door with an impenetrable wall that cannot be 
  reshaped by magic. He does so if he needs to avoid hazards, 
  drink a potion, or cast a spell uninterrupted.  
  • Per the points above, Halaster can sit on his throne and protect 
  himself with a newly formed wall. The alcove the throne is in 
  is only 20-feet-wide and the ceiling is 30-feet-high. Halaster 
  can give himself three-quarters cover, or even total cover, and 
  blast behind the wall through slits.  
   
  HALASTER'S LEGENDARY ACTIONS 
  The authors of DotMM did not afford our dear lunatic many 
  options for his Legendary Actions. His Spell Ward is laughably 
  terrible, so he'll only ever make use of the Cast Spell option.  
  The following spells are worth using a Legendary Action to 
  cast, provided he has them prepared: 
  • Cantrips such as chill touch, shocking grasp and blade ward, 
  if they're added to his spell list (see above), which are great 
  for baiting counterspells from the enemy 
  • Dispel magic to rid his foes of their buffs 
  • Fireball to soften up his foes 
  • Mirror image, to keep himself alive 
  • Slow to hamper his foes 
   
   
  HALASTER'S GEAR (ABRIDGED) 
  As described in Halaster's Gear, the Mad Mage can have any of the following items on his person for the ultimate battle:  
   
  BEAD OF FORCE (1 BEAD) 
  You can use an action to throw the bead up to 60 feet. The bead 
  explodes on impact and is destroyed. Each creature within a 10-foot 
  radius of where the bead landed must succeed on a DC 15 Dexterity 
  saving throw or take 5d4 force damage. A sphere of transparent force 
  then encloses the area for 1 minute. Any creature that failed the save 
  and is completely within the area is trapped inside this sphere. Creatures 
  that succeeded on the save, or are partially within the area, are pushed 
  away from the center of the sphere until they are no longer inside it. 
  Only breathable air can pass through the sphere's wall. No attack or 
  other effect can. 
  An enclosed creature can use its action to push against the sphere's 
  wall, moving the sphere up to half the creature's walking speed. The 
  sphere can be picked up, and its magic causes it to weigh only 1 pound, 
  regardless of the weight of creatures inside. 
   
  DUST OF SNEEZING AND CHOKING (1 HANDFUL)  
  When you use an action to throw a handful of the dust into the air, you 
  and each creature that needs to breathe within 30 feet of you must 
  succeed on a DC 15 Constitution saving throw or become unable to 
  breathe while sneezing uncontrollably. A creature affected in this way 
  is incapacitated and suffocating. As long as it is conscious, a creature 
  can repeat the saving throw at the end of each of its turns, ending the 
  effect on it on a success. The lesser restoration spell can also end the 
  effect on a creature. 
   
  OIL OF SLIPPERINESS 
  The oil can cover a Medium or smaller creature. Applying the oil takes 
  10 minutes. The affected creature then gains the effect of a freedom of 
  movement spell for 8 hours. Alternatively, this oil can be poured on the 
  ground as an action, where it covers a 10-foot-square, duplicating a 
  grease spell in that area for 8 hours.  
  Freedom of Movement. The creature's movement is unaffected by 
  difficult terrain, and spells and other magical effects can neither reduce 
  its speed, nor cause it to be paralyzed or restrained. Additionally, it can 
  spend 5 feet of movement to automatically escape from nonmagical 
  restraints, such as manacles or a creature that has it grappled. Finally, 
  being underwater imposes no penalties on its movement or attacks.  
   
  POTION OF HEALING 
  Using an action, you regain a number of hit points: 
  Greater (3). You regain 4d4 + 4 hit points. 
  Superior (2). You regain 8d4 + 8 hit points.  
  Supreme (1). You regain 10d4 + 20 hit points. 
   
  POTION OF RESISTANCE (2 POTIONS)  
  You gain resistance to the type of damage the potion is brewed for. This 
  effect lasts 1 hour. 
   
  ROPE OF ENTANGLEMENT 
  This rope is 30 feet long and weighs 3 pounds. If you hold one end of 
  the rope and use an action to speak its command word, the other end 
  darts forward to entangle a creature you can see within 20 feet of you. 
  The target must succeed on a DC 15 Dexterity saving throw or become 
  restrained. 
  You can release the creature by using a bonus action to speak a second 
  command word. A target restrained by the rope can use an action to 
  make a DC 15 Strength or Dexterity check (target's choice). On a 
  success, the creature is no longer restrained by the rope. 
  The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 
  minutes as long as it has at least 1 hit point. If the rope drops to 0 hit 
  points, it is destroyed. 
   
  GEM OF BRIGHTNESS (5 CHARGES) 
  While holding this prism, you can use an action to speak one of three 
  command words to cause one of the following effects:  
  • The first command word causes the gem to shed bright light in a 30-
  foot radius and dim light for an additional 30 feet. This effect doesn't 
  expend a charge. It lasts until you use a bonus action to repeat the 
  command word or until you use another function of the gem. 
  • The second command word expends 1 charge and causes the gem to 
  fire a brilliant beam of light at one creature you can see within 60 feet 
  of you. The creature must succeed on a DC 15 Constitution saving 
  throw or become blinded for 1 minute. The creature can repeat the 
  saving throw at the end of each of its turns, ending the effect on itself 
  on a success. 
  • The third command word expends 5 charges and causes the gem to 
  flare with blinding light in a 30-foot cone originating from it. Each 
  creature in the cone must make a saving throw as if struck by the beam 
  created with the second command word. 
   
  When all of the gem's charges are expended, the gem becomes a 
  nonmagical jewel worth 50 gp. 
   
   
  
   
  241 
  Additional Action. One more Legendary Action can be added 
  to Halaster's repertoire, which allows him to keep up longer in 
  the fight.  
   
  Use Magic Item. Halaster uses a magic item that requires an 
  action to use, except for his blast scepter.  
   
  HALASTER'S BARE MINIMUM MINIONS 
  5th Edition boils down to this: no matter how mighty the boss 
  is, they're toast if outnumbered four to one. Halaster needs 
  minions to soak up damage and divide the party's attention, 
  otherwise he's just dead. At a minimum, he has a shield 
  guardian that contains a spell of fireball, haste or slow (your 
  choice). He is also joined by a gray render (see MToF for lore) 
  that he's named after the dumbest of the adventurers. These 
  minions never leave Area 33, even if Halaster sends the party 
  to a demiplane or the like. 
  The Clash of the Titans encounter vastly expands on the Mad 
  Mage's minions, which includes these two. See the Ultimate 
  Showdown sections for details.  
  Tactics. These minions are simple ones, freeing up your focus 
  for Halaster. They follow these tactics:  
  • The gray render is incredibly aggressive and harries the party's 
  backline.  
  • The shield guardian remains within 5 ft. of Halaster so it can 
  protect him with its Shield reaction. It unleashes its stored 
  spell at Halaster's command.  
   
  HALASTER'S TACTICS 
  Halaster possesses a razor-wit burdened by madness. With an 
  Intelligence score of 24, he can, would, and should come up 
  with a myriad of countermeasures and plots that individually 
  disable members of the party. You have carte blanche when 
  tailoring these individual strategies.  
  Tactics. Halaster has had ample time to study his foes. In 
  combat, he generally follows these tactics: 
  • When fighting in Area 33, Halaster can escape a beating by 
  touching his statue (no action required), teleporting to A22 or 
  A28, where he can drink potions, cast new spells, and more.  
  • Halaster's first priority is to disable or hinder the party with 
  spells such as synaptic strike, confusion, slow or wall of force.  
  • Halaster knows he's done for if he's pinned down in a grapple. 
  To combat this, he either misty steps out of a grapple, sets his 
  contingency spell (see above) to skill empowerment, or uses 
  an oil of slipperiness.  
  • Wary of being counterspelled, Halaster baits such spells with 
  cantrips cast with Legendary Actions. His reaction is reserved 
  for counterspells of his own—especially if he suspects his 
  foes of having power word kill at their disposal. He is certain 
  that his first spell will be counterspelled—and that another 
  foe will counter any of his retaliatory counterspells.  
  • Halaster reserves his turn for hard-hitting spells of 4th-level 
  or higher and usually only casts 3rd-level or lower spells with 
  a Legendary Action.  
  • If Halaster has utilized spells of fire shield, mirror image, and 
  Mordenkainen's faithful hound (see Halaster's Spells above), 
  he wants melee combatants to strike him.  
  • Halaster absolutely won't live long enough to use every one of 
  his spell slots, so he doesn't bother being conservative with 
  them. If he needs a spell, he needs a spell.  
  • Bigby's hand is a favorite of Halaster's, as it allows him to use 
  bonus actions. This versatile spell can grapple targets, push 
  away foes, and provide half cover.  
  • Halaster may pair thunderwave with his Legendary Actions 
  (if he replaces magic missile with it) to bait counterspells and 
  keep away warriors. Imagine three thunderwaves in one 
  round of combat. To fool the party, he can cast it twice, then 
  use his last Legendary Action for a fireball spell.  
  • Halaster is loathe to waste his Legendary Resistances. He only 
  blows them against abilities that would disable him, such as 
  a Stunning Strike or polymorph. Damage can be healed, but 
  a debuff like that could end everything.  
  • Within Area 33, Halaster remains on his throne until he's being 
  wailed on by a warrior, after which he's likely to cast fly and 
  hover out of reach—but only if he isn't concentrating on a 
  crucial spell.  
  • Remind yourself of the points made in sections above, such as 
  Halaster's Preparations and incorporate them into his tactics. 
   
  ON PARTICULAR SPELLS 
  You must consider the following spells, many of which can just 
  ruin Halaster's day: 
  Concentration spells are best countered by a bag of dust of 
  sneezing and choking, which you can add to his equipment. 
  Spells like invulnerability and globe of invulnerability can be 
  interrupted easily by this simple magic item.  
  Counterspell is the one spell that can completely neuter 
  Halaster. Keep these in mind: 
  • Per XGE, a character must use their reaction to identify a spell 
  being cast (via an Intelligence (Arcana) check, the DC of 
  which equals 15 + the spell's level; made with advantage if 
  the spell belongs to that character's class spell list).  
  • How you run counterspell at your table is your business, but 
  the Companion suggests declaring to your players "Halaster 
  casts a spell" and giving them a six-second countdown for 
  anyone to decide if they're going to counterspell him. You 
  should afford players this same courtesy, since Halaster can 
  also cast counterspell.  
  • Spellcasters do not add their proficiency bonus to counterspell 
  ability checks, although bards get to add half, thanks to their 
  Jack of All Trades feature.  
   
  Polymorph is at Halaster's disposal, but he doesn't share 
  Arcturia's penchant for transmutation. He is loathe to waste his 
  concentration on the spell, but if he must, he turns a target into 
  a toad or the like. If he needs to cast it on himself, he chooses 
  either a giant ape or a tyrannosaurus rex (see App. B for 
  stats). If it's cast against him, he either counterspells it or blows 
  a Legendary Resistance to succeed.  
  Power word kill can just simply end Halaster. No saving 
  throw, no counter. His only option is to cast counterspell 
  against the resident warlock, wizard, sorcerer or bard—or set 
  up a glyph of warding that does the same.   
  Wish is an anticlimactic spell that ruins just about everything. 
  Halaster wouldn't waste his own on the party unless they were 
  to do something drastic like wish away his resurrections. 
  Because of his mind blank spell, his mind cannot be affected by 
  a wish spell.  
   
   
   
   
  
   
  242 
  OPTIONAL TWISTS 
  Now, in the final hour of Dungeon of the Mad Mage, you can 
  spring a twist on your party if you hadn't already planned on 
  one. Choose one of the following twists below; if you manage 
  to weave together more than one, more power to you.   
  Epiphany. Should one of the adventurers figure out the twist 
  before it's revealed to them, reward them with Inspiration.  
   
  HALASTER'S GAME 
  This section applies whether you've utilized the Companion's 
  game show element, or if you'd like to add it to your campaign 
  now as a twist.  
  In the case of the latter, the adventurers learn that they're the 
  unwitting contestants on Halaster's hit transplanar game show 
  broadcast across the Multiverse: Dungeon of the Mad Mage. 
  Expect a litany of groans when they hear its title. See Area 33 
  for the dialogue used when Halaster makes his grand reveal: 
   
  THE GENTLEMEN BASTARDS 
  If you've included the rival adventuring party, the Gentlemen 
  Bastards (added by the Companion, and featured on Levels 7, 8 
  and 19), you can add another twist: they too are contestants on 
  Dungeon of the Mad Mage. Perhaps, even, they're the sole 
  survivors of last season's party and were promised freedom if 
  they manage to kill the current contestants. 
   
  THE POINTS GAME 
  If you utilized the Points Game (see the Halaster's Game 
  supplement), the adventurers should cash in on their points 
  before facing Halaster personally. If you didn't ever use it, but 
  would like to invoke a Harry Potter-esque scene, have an 
  apparition of the Mad Mage appear to randomly reward and 
  subtract points for the players for reasons such as, "Striking 
  down the death tyrant Netherskull" or "Being the first to hop 
  into the minecarts on the Terminus Level." 
   
  THE DARK TOWER 
  Halaster's tower has poked its way into the epicenter of not just 
  the Multiverse but the—as he calls it—"Multi-Multiverse." 
  This has afforded the Mad Mage the opportunity to fight the 
  contestants' alternate-selves from other universes. In most 
  timelines, these contestants have died in Undermountain, but in 
  a very select few, they have triumphed, beating the Mad Mage 
  at his very own game.  
  Using this twist, the "main" party can find evidence of these 
  alternate-selves through these methods:  
  • Lay bones and familiar belongings of the alternate-parties 
  throughout Level 23. The party is likely to at first think that 
  the Mad Mage is messing with them, but these are just hints 
  to the later reveal that Halaster has been tormenting countless 
  alternate versions of them.  
  • Confront the party with past visions of themselves; however, 
  something is always different, such as a decision or event that 
  occurred. For example, if the main-party slew Wyllow on 
  Level 5, a vision can show them sparing her. Alternatively, 
  in these visions, minute details are changed, such as an 
  adventurer having a scar or dyed hair.  
  • Intelligent creatures should mutter otherwise benign phrases 
  like, "You again?" or "Aww hell, here we go again."  
   
  RESPAWNS 
  At your discretion, alternate-selves of the party are still alive, 
  and, thanks to Jhesiyra, they can replace slain versions of 
  themselves. She orchestrates their rendezvous, invisibly 
  guiding them back to the party. In this manner, the adventurers 
  effectively have respawns.  
  Using this variant, you have the license and even the 
  responsibility to dial up this level's dangers to 11, now that the 
  party has extra lives. Instead of running three ultimate 
  showdown encounters, run five—or throw two penultimate 
  encounters at the party.  
  Extra Lives. To determine how many versions of a character 
  are still kicking and can be brought in by Jhesiyra, roll a d4. The 
  "main" version of a character already counts as one of these; 
  thus, a character has a maximum of three replacements.  
  Hit Points. Replacements arrive with less hit points than the 
  last one. Crossing through different realities has reduced the 
  replacement's hit point maximum; the first replacement has 
  only three-quarters of its hit points and hit point maximum; the 
  second has half, and the third has a quarter. There is no fourth.  
  Spell Slots. Whenever a spellcaster is replaced, you must roll 
  to determine their remaining spell slots. 6th-9th level spell slots 
  are already exhausted. They have 1d4 1st-level spell slots and 
  1d3 2nd-5th spell slots remaining.  
  Items. These replacements come with no items, mundane or 
  magical, except for armor and regular weapons. Nothing stops 
  them from picking up their former selves' gear from the floor 
  and—perhaps if you're a generous DM—they find that they're 
  already attuned to the magic items of that character.   
   
  AS A PENULTIMATE ENCOUNTER 
  As described below, the adventurers must face one last trial 
  before reaching Halaster's sanctum. If you're using this twist, 
  you can have the adventurers fight alternate versions of 
  themselves instead. If you do so, you need to create a 17th-level 
  version of the party to battle.  
  Why Can't We Be Friends? If the party meets their alternate-
  selves, you can be sure the first thing they'll do is suggest they 
  all team-up against Halaster. Unfortunately, these alternate-
  selves have already been burned by other alternates and now 
  trust no one but themselves. Surely any other attempts would 
  just be yet another trap lain by the Mad Mage, no? 
   
  GROUND-MAGE DAY 
  As the adventurers learn, they've already defeated the Mad 
  Mage once. Countless times, in fact. With his dying wish—one 
  whispered in a past when the party managed to rob him of his 
  reincarnation cycle—Halaster trapped them in a time-loop. 
  Only a wish spell cast while Halaster is dead (again) can break 
  the cycle. To foreshadow this twist, describe areas of the Mad 
  Wizard's Lair as "familiar." Characters feel grave, gut feelings 
  that warn of impending danger.  
   
  PUPPET ON THE STRING 
  While more of a truth than a twist, you can paint the Mad Mage 
  as the tragic figure he is: a wizard kept enthralled by the Knot 
  in the Weave. Halaster never asked for this, remember, for who 
  could ever know the madness that had already bloomed beneath 
  Undermountain?  
  You can tack this onto any other twist presented here, or just 
  run it in general. No accommodations are necessary.  
  
   
  243 
  PENULTIMATE ENCOUNTERS 
  Before the party faces the Mad Mage in Area 33, they must 
  triumph over one of the challenges below. 
  Nalkara. The encounter with the empyrean that Halaster 
  summons in Area 33 is considered a penultimate encounter and 
  has been expanded on below in Welcome to the Thunderdome.  
  The Dark Tower. As described in Optional Twists, the other 
  versions of the adventurers from alternate realities may have 
  already faced Halaster, whose tower stands at the epicenter of 
  all time and space. If the adventurers are going to fight alternate 
  versions of themselves to reach the Mad Mage, this can instead 
  count as their penultimate encounter. 
  Leveling Up. For overcoming their penultimate encounter, 
  the adventurers should level up to 18th-level if they weren't 
  already there. However, this doesn't entitle them to regaining all 
  their resources (i.e., they don't heal up to their hit point 
  maximum, they only get an extra hit die to increase their hit 
  point maximum and current hit points, et cetera). 
   
  THE ELITE FOUR 
  Throwing open the doors to the Mad Mage's sanctum, you 
  find only a long corridor leading to a darkened, empty 
  doorway.  
  A force from behind blows you into the corridor just as 
  the floor begins to slide forward, animated by underlain 
  magic. The walls are soon painted with an illusion that 
  spells out the words, "NEXT OBJECTIVE: DEFEAT THE 
  ELITE FOUR!"   
  As you're hurried to the next door, a clock appears 
  within your mind, ticking down from sixty-one minutes 
  and fifteen seconds. You know not what it means but can 
  conjure the image at the slightest thought. 
  The clock ticks to fourteen, to thirteen. By twelve, 
  you're already thrown through that darkened doorway and 
  into the next world beyond.  
  This encounter hurls the party into a harrowing gauntlet in 
  which they must best Halaster's surviving apprentices, provided 
  they're still alive. When they throw open the doors to Halaster's 
  throne room (Area 33), they're teleported to several locations 
  throughout Undermountain in the order below.   
  Time Limit. When the first encounter begins, the adventurers 
  can see a timer in their minds set to 61 minutes and 12 seconds. 
  They are acutely aware of the remaining time. The implication 
  of this timer is subtle: if the party can best all of the Elite Four 
  in under 1 minute and 12 seconds (a.k.a. 12 rounds of combat), 
  they can achieve a short rest before the Mad Mage summons 
  them back to his lair.   
  Running Out the Clock. If time runs out, the party must still 
  face all of the Elite Four. Halaster will just teleport them to the 
  next encounter. When he does, he scorns them: "There's but one 
  train on this railroad, and you're on it, like it or not!"  
  Changes to DotMM. If you run this variant, both Arcturia 
  and Trobriand are absent from their lairs on L23 (A17 and A13, 
  respectively)—so that the party cannot preemptively kill them.  
  Surprise. Despite being teleported into a member's lair 
  unannounced, none of the Elite Four can be surprised, thanks to 
  a telepathic warning sent by the Mad Mage only seconds before 
  the showdown. 
   
  1. NESTER 
  You're spat out from a rift into a dolorous deadwood 
  barely lit by a sputtering campfire. Assembled students—
  wearing the Dweomercore school colors—gape at you. 
  As you pick yourself up, you see Nester, that sadistic, 
  skeletal fiend and apprentice of the Mad Mage himself! 
  "Well," chides Nester, grinning a lipless grin, "class, it 
  seems, is finally in session." The fiend points a massive 
  claw at his terrified pupils. "Extra credit to whomever cuts 
  down these flunkies! Extra credit and a semester free from 
  torture!"  
  A master of necromancy felled by his own hubris, Nester is the 
  first of the Elite Four. He was featured on Level 9, wherein the 
  Companion remade him into a boneclaw. That change is 
  present here, even if he appeared with his normal statistics in 
  your campaign. This failed lich has been reduced to a professor 
  in Halaster's academy. Every semester, the sadist physically and 
  mentally tortures his pupils.  
  This encounter occurs in a dolorous grove smack-dab in the 
  Shadowfell. Nester, see, has taken his students on a field trip to 
  that grim realm. If you used the Deadwood variant for Level 18 
  (in which the Companion added a subterranean forest outside 
  of Vanrakdoom, which has been tainted by a Shadow Crossing), 
  then the field trip takes place there, rather than the Shadowfell 
  proper. Characters must abide Undermountain's restrictions to 
  magic, nonetheless. 
  The students have set up camp in this dead forest, as Nester 
  is forcing them to spend the night. When the adventurers arrive, 
  many students are huddled grimly around a sputtering campfire, 
  watching their professor torture Jacob Anderbrood, a loner 
  mage (with 10 hit points) that just can't catch a break—or at 
  least they were, until Nester mysteriously dropped Anderbrood 
  and craned his earless head to the side. What they don't know is 
  Halaster has just warned Nester he has about eighteen seconds 
  before the party is teleported to him.  
  Students. Of the twenty students on the field trip, seventeen 
  of them are apprentice wizards way in over their heads. As for 
  the other three students, choose three individuals from the 
  academy's star pupils (see the sidebar). Otherwise, a conjurer, 
  a diviner and an enchanter aid Nester.  
   
   
  DWEOMERCORE STAR PUPILS 
  You can include Dweomercore's star pupils for Nester's encounter in 
  The Elite Four, provided they're still alive. Choose three of the 
  following characters to back-up Nester:  
  Spite Harrowdale, a human archmage protected by an oni 
  bodyguard. Together, they count as three characters. 
  Nylas Jowd, a human mage with animate dead prepared instead 
  of fly. He is joined by a zombie.  
  Skrianna Shadowdusk, a human mage with quite the grudge to 
  nurse against the party for what they did to her family on Level 22.  
  The Horned Sisters, tiefling mages with resistance to fire damage 
  and darkvision out to a range of 60 ft. Each sister counts as one 
  character for the encounter. 
  Elan Tanor'thal, a drow mage from Skullport.  
  Cephalossk, a mind flayer arcanist. It counts as two characters 
  for the encounter. Shocked, it doesn't use its Mind Blast ability until 
  the second round of combat.  
  
   
  244 
  Tactics. Nester and his allies follow these tactics in combat:  
  • All apprentice wizards flee to the tents or out into the woods, 
  effectively removing themselves from the fight.  
  • The campfire sheds bright light for 10 ft. and dim light for 
  another 20 ft. The rest of the camp is shrouded in darkness, 
  allowing Nester to use his Shadow Jump unabated.  
  • Nester grapples a foe with his Piercing Claw on his first turn. 
  On his second, he Shadow Jumps up 40 ft. to the boughs of a 
  great dead tree, where he can rip his prey apart in peace. If 
  thwarted, he returns to the fray, relying on his Deadly Reach 
  reaction to harry foes.   
  • If present, the conjurer casts Evard's black tentacles, choosing 
  an area occupied by an adventurer.  
  • If present, the diviner subjects a character to a maze spell and 
  uses its Portent feature at the first opportunity to hinder a foe.  
  • If present, the enchanter casts haste on Nester and blows its 
  Instinctive Charm feature at the first opportunity.  
  • If present, Nylas Jowd, a coward, casts greater invisibility on 
  himself and follows it up with cone of cold on his second turn. 
  He then flees into the woods like the craven bastard he is.  
  • If present, Cephalossk traps a single foe with a wall of force 
  spell on its first turn. On its second, it makes a Tentacles 
  attack, and, if the target is stunned or incapacitated, it then 
  uses its Extract Brain attack.  
  •If present, Elan Tanor'thal casts Evard's black tentacles. He 
  relies on a ray of frost and misty step combo to outrun foes.  
  • With exception to the Horned Sisters, who always blow their 
  reactions on counterspells, these selfish Dweomercore star 
  pupils use their reactions for shield spells. 
  • If present, the Horned Sisters pair the ice storm and cone of 
  cold spells on their first turns. On their next, they both let out 
  a fireball spell.  
  • If present, Skrianna Shadowdusk casts greater invisibility on 
  Nester. On her second turn, she misty steps 20 ft. up into the 
  boughs of a tree and looses a fire bolt.  
  • If present, Dumara, Spite Harrowdale's oni bodyguard, draws 
  its sword and engages the party's most formidable warrior in 
  battle. If Nester is in need of darkness for his Shadow Jump, 
  it can also provide it with a darkness spell.  
  • If present, Spite Harrowdale snaps out a time stop spell to cast 
  the following spells on in this order of priority: mirror image, 
  fire shield, wall of force and mind blank.   
  • Jacob Anderbrood staggers to his feet and declares firmly, "No 
  more!" He casts fireball on his classmates and Nester, 
  regardless if the spell also hits the adventurers. 
   
  Victory! When Nester is slain, the Mad Mage opens a rift 
  leading to the next challenge. The adventurers can take however 
  long they want before they enter, but must remember that time 
  is ticking—and they innately know how much time is left. The 
  rift, if peered into, reveals nothing of their next fight.  
   
  2. MUIRAL 
  The rift dumps you out upon a familiar scene: the Temple 
  of Lolth, deep within the stained halls of Muiral's 
  Gauntlet. This time, however, you've seen a sight most 
  strange: a porcelain tub lying smack-dab in the center of 
  the nave. Violet flames light the curious scene and a 
  zombie stands idly by, holding in its rotten hand a decrepit 
  loofah.   
  Muiral just can't catch a break, not even in death. If he was slain 
  by the party, Halaster stitches the freak back together and 
  animates his corpse with a create undead spell, bestowing upon 
  him the same autonomy and intelligence he possessed in life.  
  Map. For this encounter, you must prepare the map from 
  Level 10, focusing on Area 3B.  
  Halaster gave Muiral a twelve-second heads-up before the 
  adventurers arrived. He was previously bathing. He's since 
  called for his minions, of which there are few, to back him up: 
  a zombie (standing at the tub in the center of the room, holding 
  a decrepit sponge), four skeletons standing in Area 3A, and two 
  ghouls hiding beside the pillars (where the X's are marked on 
  the map).    
  Tactics. Muiral and his minions use the following tactics in 
  combat: 
  • Muiral, having been forewarned, starts the encounter with 
  greater invisibility already cast upon him. He does not retreat 
  from battle, knowing that the Mad Mage will just cause these 
  intruders to find him again until one side is dead.  
  • Furious, Muiral casts finger of death on his first turn. On his 
  subsequent turns, he prefers to make longsword and sting 
  attacks rather than cast spells.  
  • Once his greater invisibility spell is lost, Muiral casts wall of 
  force to separate the party. He tries to angle it so that he is 
  alone with one foe and his minions can harry those without.   
  • Muiral always uses his reaction on shield spells.   
  • The skeletons make shortbow attacks at the party (+4 to hit, 
  1d6+2 piercing damage).  
  • The two ghouls flank the adventurers, haranguing creatures 
  not within melee range of Muiral.  
  • Muiral commands the zombie to go touch the altar of Lolth, 
  summoning eight swarms of spiders that attack the zombie; 
  as they pursue prey, he has the zombie run back up to the 
  party, causing the swarms to also attack them. The zombie 
  starts 25 feet away from the altar and takes the Dash action 
  until this goal is achieved. Thereafter, it mauls at foes.  
  • Half the summoned swarms of spiders (see Area 3B, L10), 
  attack the zombie until its dead. The other swarms attack foes 
  within 10 feet of the zombie.  
   
  Victory! As soon as Muiral dies, a rift opens up to the next 
  Elite Four member. The party can take it at their leisure; 
  Muiral's remaining minions need not be eliminated for them to 
  enter the rift.  
   
   
   
  
   
  245 
  3. TROBRIAND 
  The rift drops you at the feet of an iron golem standing 
  between iron-plated pillars humming with magical 
  energy. Its head has been carved into a mirthless skull. 
  The golem pushes its fist against its palm in a gesture of 
  violence. Sparks leap across its fingers, trailing up its arm.  
  "Gone are the frailties of flesh," the golem murmurs. "I 
  consider you a worthy test—and your sacrifice for science 
  will not go in vain. Today, machine finally triumphs over 
  man!"  
  The adventurers are teleported to Area 13, Level 23. Halaster 
  gave Trobriand only six seconds to prepare, and so Trobriand 
  has Readied a single Slam attack for the closest character that 
  appears near him. It's advised you put the party's resident tank 
  within 5 ft. of him for this purpose.  
  Roleplaying Trobriand. Refer to Area 13 in Areas of Note for 
  further tips about roleplaying Trobriand. In this variant, he still 
  attempts to convince the party to join him in usurping Halaster 
  but realizes too late that the Mad Mage that only one side can 
  emerge alive. Thus, attempting to parley with Trobriand serves 
  only to waste their time, possibly depriving them of the short 
  rest they can win if they defeat the Elite Four fast enough.  
  Tactics. See Area 13 for Trobriand's tactics.  
  Victory! Once Trobriand is truly slain, the rift to Arcturia's 
  court opens. They can hear her singing the Dismemberment 
  Song by Blue Kid. 
   
  4. ARCTURIA 
  The final challenge lies before you, and the rift betrays no 
  hint to where it leads—but it doesn't need to. You know 
  there is but one apprentice of the Mad Mage left: Arcturia, 
  whose lair you romped through long ago.  
  Preparing yourself for whatever foul trial lies ahead, 
  you step through the rift, and appear in the familiar court 
  of Halaster's most devoted apprentice.  
  The shock is evident on her face, and it thaws with sheer 
  rage. "You will not harm him!" this gossamer-winged lich 
  shouts. She shouts it with all the love and ire of a devoted 
  partner. Iridescent magic kindles in her palm! "Your 
  crusade ends here!"  
  The final member of the Elite Four is Halaster's most devoted 
  apprentice, Arcturia, who was only warned by Halaster five 
  seconds before the party appears, depriving her of even a round 
  of combat to prepare. She is joined by her twelve mimics and 
  her three malformed champions (one of whom turns on her).   
  Roleplaying Arcturia. Refer to Area 17 in Areas of Note for 
  tips about roleplaying Arcturia, which paints her as madly 
  (unrequitedly) in love with the Mad Mage. In The Elite Four, 
  she views herself as his last line of defense.  
  Arcturia's Lair. DotMM does not specify whether this atelier 
  of a chamber counts as Arcturia's lair. The Companion contends 
  that it is not, and, if you run the Elite Four challenge, that you 
  follow this distinction. The adventurers already have a grueling 
  gauntlet before them and adding Lair actions would break the 
  tenuous balance of this challenge.  
  On Polymorph. As lamented in A17 below, the Companion 
  does not advocate Arcturia abusing the polymorph spell. At the 
  end of the day, D&D is about having fun for everyone. See On 
  Polymorph in Area 17 for details.  
  Tactics. Arcturia's tactics are detailed in Area 17 below, since 
  the adventurers can already encounter her if The Elite Four isn't 
  being run. Her tactics are the same, as Halaster didn't warn her 
  soon enough for her to prepare for the party.  
   
  VICTORY! 
  If the adventurers slay each of the Elite Four and still have at 
  least 60 minutes left on their timer, Halaster teleports them to a 
  demiplane to get a short rest. Read the following: 
  The last of Halaster's apprentices falls before you. 
  Thunderous applause erupts within your mind and the 
  Mad Mage shouts, "Well done! Well done, indeed!" 
  Before you even realize what's happened, you're in 
  another realm entirely: a den without walls whose 
  horizons stretch endlessly. A fireplace warms the nearby 
  sofas. On a coffee table sits a pitcher of wine, a kettle of 
  tea, and cups of steaming coffee. A tall grandfather clock 
  ticks away loudly in the corner, but the little hand is fixed 
  to 12 and the big hand has yet to reach 1.  
  Halaster's voice bounds across this gray realm: "Take a 
  load off, friends! You've earned it!"   
  Any refreshments and objects taken from this realm turn to dust 
  when the adventurers are returned to the Material Plane an hour 
  later. When their rest is over, they stand in Area 32, the doors 
  already open upon Area 33, Halaster's throne room. 
   
  BACKUP: DRIVVIN FRETH 
  A foul wind scoops you up, carrying the putrid scent of 
  licorice and rotten teeth. As it embraces you in its own 
  vortex, the world grows dark—until you crash upon a 
  tiled floor. Slowly, you recognize the place: Spiderwatch 
  Keep, the bastion of House Freth, whom you faced so 
  long ago.  
  The hall is as dark as ever, as befitting the drow, but you 
  can make out the details: the shrine of Lolth, in all its 
  silvered glory, and a familiar elf staring at you, his prayer 
  interrupted and his mouth ajar: Drivvin Freth. 
  "How in the Nine Hells have you made it here?" the 
  archmage shouts, his hands already kindling fire.  
  If for some reason the Elite Four members above are dead or 
  unavailable, you can sub in Drivvin Freth, the drow archmage 
  courted by Halaster Blackcloak. Unlike the other Elite Four 
  members, Halaster gave Drivvin a five second heads-up. He 
  cannot be surprised, however. 
  Map. If the adventurers face Drivvin, it's on Level 12, Area 
  19K, in Spiderwatch Keep. Alternatively, if Ezzat was evicted 
  from Undermountain, Drivvin now lairs in the Stalagmite 
  Tower on Level 20. The party teleports into Area 21; Drivvin is 
  in Area 22A. His guards (1d4 drow and a drow elite warrior) 
  are in Area 20.  
  Roleplaying Drivvin. The drow is committed to his house and 
  sister first and foremost—but if they've been destroyed by the 
  party, Drivvin has nothing left but anguish and mottled 
  ambition. Now, given the chance to revenge himself, he falls 
  into a frenzy. Draw on any of the following sample dialogue: 
  • "You again! The Mad Mage promised we would meet again!" 
  • "Vengeance is an endless cycle!"  
  • "House Freth shall rise again—over your broken bodies!"  
   
   
   
  
   
  246 
  Statistics. Drivvin Freth has the statistics of a NE archmage 
  with the following changes: 
  • He has advantage against being charmed, and magic can't put 
  him to sleep. 
  • He has darkvision out to a range of 120 ft. 
  • He can innately cast dancing lights at will, and can cast dark-
  ness, faerie fire, and levitate (self only), each once per day. 
  Charisma is his spellcasting ability (DC 15) for these spells. 
  • He has disadvantage on attack rolls and Wisdom (Perception) 
  checks relying on sight while he's in sunlight.  
  • He always has mind blank cast upon himself.  
  • Once per day as an action, Drivvin can summon a demon that 
  has a CR of 6 or lower. The summoned demon appears in an 
  unoccupied space within 60 ft. of him, acts as his ally, and 
  can't summon other demons. The demon remains until it is 
  dismissed by Drivvin, as an action, or until its reduced to 0 
  hit points. 
   
  Tactics. As a test, the Mad Mage did not give Drivvin enough 
  of a warning to prepare for the adventurers. He employs the 
  following tactics:  
  • On his first turn, Drivvin casts time stop. His first action is to 
  summon a barlgura, then cast fire shield, mage armor and 
  stoneskin on himself, in that order of priority. He then calls 
  for nearby guards, who arrive on the second turn of combat, 
  adding 1d4 drow and a drow elite warrior to the fray.  
  • On its first turn, the barlgura casts entangle. If any targets fall 
  prey to it, the barlgura prioritizes them with its melee attacks. 
  If the spell failed to restrain anyone, it uses its Reckless trait 
  and attacks. 
  • Once they arrive, the drow cast faerie fire spells on unarmored 
  foes and plink away at them with hand crossbows on the third 
  turn of combat. 
  • Once it arrives, the drow elite warrior positions itself between 
  Drivvin and the adventurers, if possible.  
  BACKUP: MARAMBRA NYGHTSTEEL 
  The Mad Mage's rift delivers you to a hive of scum and 
  villainy that you miss dearly: Skullport. In the distance, 
  you see that wretched town, its shores clogged with 
  endless flotsam.  
  The island you stand upon is aglow in violet light 
  emitted by a massive beacon. You see a figure there—a 
  mage performing a ritual. Around her slender frame dance 
  entities born of fire and a creature of pure lightning coils 
  around the beacon. 
  Per its authors, Marambra Nyghtsteel was excluded from 
  DotMM so that DM's could write her in as they see fit. Now, 
  should you need her, you can draw upon Marambra—a master 
  of evocation—as a backup apprentice for The Elite Four.  
  For reasons unknown, Marambra has returned to Skullport. 
  Perhaps out of altruism, she has been working on a vast arcane 
  beacon that will perpetually light Skullport—but whether this 
  is just an added benefit is anyone's guess. This vast spire has 
  been erected on a small island southwest of town.  
  Contradictions. The Companion touches on the missing 
  apprentice a few times in this chapter, which can clash with her 
  inclusion here: 
  • If you're running the Puppet on the String optional twist, 
  Marambra is mentioned in Halaster's journal in Area 2—
  specifically that she managed to escape Undermountain's 
  addicting influence.  
  • In Area 24, Marambra is suggested as one of the alternate 
  identities of the demilich overseeing the potion brewery.  
  • In Area 29, when a character looks at Marambra's portrait, 
  they see a vision of her being exiled by Halaster. 
   
  Map. Refer to The Violet Beacon map above. 
   
   
  THE VIOLET BEACON 
  Top Platform Square = 5 ft.  
  
   
  247 
  Statistics. Marambra Nyghtsteel's statistics are detailed in 
  Appendix B. 
  Minions. As a master of evocation, Marambra has created 
  several living spells that serve her in combat: three living 
  burning hands and one living lightning bolt. She also has at 
  her disposal a shield guardian, the amulet to which she wears, 
  which stores a spell of fireball.  
  Tactics. Halaster warned Marambra of her coming battle 
  fourteen seconds ago, giving her two rounds to prepare. He has 
  also forbid her from fleeing; should she disobey, he has 
  promised to hunt her down, no matter where in the Multiverse 
  she flees. She follows these tactics in combat:  
  • Marambra starts the encounter under spells of mage armor, 
  fire shield and mirror image. Thus, she's out of one 1st-level, 
  2nd-level and 4th-level spell slot.  
  • Marambra takes flight when the adventurers arrive, utilizing 
  her winged boots. Because she can cast shield at will without 
  expending a spell slot, she isn't concerned with provoking an 
  opportunity attack.  
  • Marambra is likely to utilize her reaction every round for a 
  shield spell, or her Elemental Aegis reaction to dampen any 
  elemental damage she receives.  
  • Depending on the adventurers' positions, she snaps out a 5th-
  level fireball or cone of cold and uses her Overchannel trait 
  to deal maximum damage. On this round, she reserves her 
  reaction to counterspell a counterspell against that juicy spell.  
  • When she's at Death's door, Marambra drops meteor swarm, 
  now indifferent to the Violet Beacon's construction.  
   
  Treasure. As reflected in her statistics, Marambra wields a 
  +3 wand of the war mage and wears a pair of winged boots. See 
  Appendix A for details.   
   
  THE PRISMATIC GAUNTLET 
  The dungeon is aglow with a scintillating rainbow of fiery 
  light, all crisscrossed and welded into a single wall of 
  magical energy. To behold such a beauty is to look into 
  pure fire—fire that burns at your retinas, perhaps at the 
  core of your very being. You can feel the waves of energy 
  being shed as one color dominates its fellows, moving 
  through a predictable pattern. Your hackles rise as that 
  energy washes over you, as if it's a sickness that pierces 
  your skin and embeds itself deep in your bones.  
  Halaster has trapped the entrance to A19 with a prismatic wall 
  spell. Assailed by his minions, the adventurers must contend 
  with the wall's layers—or gun it, incurring obscene damage.   
  Permitted Individuals. Per the prismatic wall spell, creatures 
  of Halaster's choice can pass through the wall unharmed. The 
  only individuals he designated long ago when casting the spell 
  were Trobriand, Arcturia, and the ultroloth below.  
  Minions. The prismatic wall is a boring waste of time and 
  resources without an assault from the Mad Mage's minions—a 
  force consisting of an ultroloth, three helmed horrors, and two 
  invisible stalkers.  
  Tactics. The assailants follow these tactics:  
  • The invisible stalkers and helmed horrors approach from the 
  northern tunnel, whereas the ultroloth comes from Area 21.  
  • While under a spell of invisibility (granting advantage to its 
  +8 Stealth check) the ultroloth approaches and opens up on 
  the party with fire storm before its allies storm the tunnel. Its 
  invisibility spell then ends. Thereafter, it attempts to trap itself 
  and a single foe in its wall of fire spell. On its third turn, it 
  uses its Hypnotic Gaze on its target, then makes its three 
  Longsword attacks against the (hopefully stunned) target.  
  • If the ultroloth takes too much of a beating, it can pass through 
  the prismatic wall to safety; however, it must walk through it. 
  If too many foes block its way, it teleports up to the indigo 
  layer and walks through the rest. Halaster granted it free 
  passage when he cast the spell, allowing it to pass unharmed.   
  • On its fourth turn, the ultroloth uses its action to summon 
  yugoloths. It has a 50% chance of succeeding. If it does, it 
  summons its choice of 1d6 mezzoloths, 1d4 nycaloths, or 
  one other ultroloth. After 1 minute, or if the summoner dies, 
  the summoned yugoloths disappear.  
  • The helmed horrors act as the vanguard; given the opportunity, 
  they shove creatures into the prismatic wall.  
  • The invisible stalkers harangue the party's flanks.  
   
  Thwarting the Wall. The adventurers must contend with the 
  wall; they cannot teleport past it, per the indigo layer's effects. 
  Thus, spells of dimension door and the like are futile against it. 
  Do not budge on this; even the ultroloth can't teleport through 
  it (although Halaster did permit it to physically pass through it 
  unharmed when he cast the spell…) 
   
   
  
   
  248 
  Identifying the Spell. A creature can use its action to make a 
  DC 18 Intelligence (Arcana) check. On a success, they identify 
  the spell at work. Specifically, they learn the following:  
  • A creature can pass through it, at the risk of being reduced to 
  smoldering ash. 
  • An antimagic field has no effect on the wall and a dispel magic 
  spell only affects the final layer—which is protected by the 
  indigo layer. 
  • The wall can be destroyed one layer at a time, in order, through 
  specific means and each layer has its own properties: 
  • The red layer inflicts fire damage and can only be destroyed 
  with cold damage 
  • The orange layer inflicts acid damage and can be destroyed 
  only by a strong wind 
  • The yellow layer inflicts lightning damage and can only be 
  destroyed with force damage 
  • The blue layer deals cold damage and can only be destroyed 
  by fire damage 
  • The indigo layer can petrify those that walk through it and 
  blocks spells from passing through it; to destroy it, it must 
  be exposed to bright light shed by a daylight spell or a 
  similar spell of equal or higher level 
  • The violet layer blinds creatures and can teleport victims to 
  other planes of existence. Only a dispel magic cast at 9th 
  level, or a similar spell of equal or higher level, can destroy 
  the layer.  
   
  VIOLET BANISHING 
  Should a character be banished by the violet layer of the 
  prismatic wall, they're transported to Area 22 and are paralyzed 
  into a gesture of supplication before the Halaster statue until 
  Halaster remotely releases them or another creature uses an 
  action to touch them.  
   
   
   
  PRISMATIC WALL (ABRIDGED, DC 17) 
  The wall sheds bright light for 100 ft. and dim light for another 100 
  ft. Creatures that can see the wall and moves to within 20 ft. of the 
  wall or starts its turn there must succeed on a Con. save or become 
  blinded for 1 minute.  
  The wall consists of seven layers, each with a different color. 
  When a creature attempts to reach into or pass through the wall, it 
  does so one layer at a time through all the wall's layers. As it passes 
  or reaches through each layer, the creature must make a Dex. save 
  or be affected by that layer's properties as described below. 
  The wall can be destroyed, also one layer at a time, in order from 
  red to violet, by means specific to each layer. Once a layer is 
  destroyed, it remains so for the duration of the spell. An antimagic 
  field has no effect on a prismatic wall. 
  Red. The creature takes 10d6 fire damage on a failed save, or half 
  as much on a success. While this layer is in place, nonmagical ranged 
  attacks can't pass through the wall. The layer can be destroyed by 
  dealing at least 25 cold damage to it. 
  Orange. The creature takes 10d6 acid damage on a failed save, or 
  half as much damage on a successful one. While this layer is in place, 
  magical ranged attacks can't pass through the wall. The layer is 
  destroyed by a strong wind. 
  Yellow. The creature takes 10d6 lightning damage on a failed 
  save, or half as much damage on a successful one. This layer can be 
  destroyed by dealing at least 60 force damage to it. 
  Green. The creature takes 10d6 poison damage on a failed save, 
  or half as much damage on a successful one. A passwall spell, or 
  another spell of equal or greater level that can open a portal on a 
  solid surface, destroys this layer. 
  Blue. The creature takes 10d6 cold damage on a failed save, or 
  half as much on a successful one. This layer can be destroyed by 
  dealing at least 25 fire damage to it. 
  Indigo. On a failed save, the creature is restrained and must make 
  a Con. save throw at the end of each of its turns. If it successfully 
  saves three times, the spell ends. If it fails its save three times, it 
  permanently turns to stone and is subjected to the petrified condition. 
  The successes and failures don't need to be consecutive; keep track 
  of both until the creature collects three of a kind. While this layer is 
  in place, spells can't be cast through the wall. The layer is destroyed 
  by bright light shed by a daylight spell or a similar spell of equal or 
  higher level. 
  Violet. On a failed save, the creature is blinded. It must then make 
  a Wis. save at the start of its next turn. A successful save ends the 
  blindness. If it fails that save, the creature is transported to Area 22, 
  Level 23 of Undermountain. This layer is destroyed by a dispel 
  magic spell or a similar spell of equal or higher level that can end 
  spells and magical effects.  
  
   
  249 
  TARRASQUIC PARK 
  Hurling open the doors to the Mad Mage's sanctum, a wall 
  of darkness crashes over your psyche. Your last memory 
  of that distant place is Halaster's giggle.  
  When you awaken, you find yourself within a horse-
  drawn buggy parked alongside a road audaciously carved 
  through a jungle. Night has already fallen, and a tropical 
  storm batters the land, but braziers lit by magical flames 
  light the scene whenever lightning fails to flash across the 
  sky. Somewhere a goat bleats between bouts of thunder. 
  You throw open the door to the dickey box where two 
  draft horses stamp nervously as the storm rages above. 
  Looking out, you see another carriage nearby and can 
  make out the familiar shapes of your allies.  
  If you've ever wanted to shoehorn in a tarrasque, then, boy, do 
  I have the encounter for you.  
  Under this variant, when the adventurers hurl open the doors 
  to Area 33, they wake up inside two horse-drawn buggies, 
  which are parked on a road winding through a darkened jungle. 
  Braziers lit by continual flame spells flicker in the rain. A wall 
  of force spell separates the adventurers from a giant goat 
  chained to a post inside what they may realize is one massive 
  paddock.  
  Shortly after the adventurers awaken, the braziers go dark, 
  signaling that the park's magical systems have gone down for 
  whatever reason and the wall of force separating them from that 
  titanic beast is gone. The tarrasque is on its way.  
  Precautions. The tarrasque is a CR 30 creature. Use this 
  encounter only if you're absolutely certain that your party has 
  the resources to tackle it and then face Halaster.  
  Buggies. Each buggy is drawn by two draft horses which 
  grant the buggy a speed of 40 ft., or 80 ft. if both take the Dash 
  action. If only a single horse draws the buggy, it has a speed of 
  20/40 ft. A buggy has an AC of 14, a damage threshold of 10, 
  immunity to poison and psychic damage, and 50 hit points.   
  The Rift. When the tarrasque attacks, a brightly-glowing rift 
  opens 500 ft. away from the buggies, visible to the party despite 
  the inclement weather. A character that reaches the rift can 
  expend 5 feet of movement to enter it, crashing onto the floor 
  of Area 33 of Halaster's tower.   
  Tactics. The savage titan acts quite simply in combat:  
  • The tarrasque starts 100 ft. away from the closest buggy. Until 
  it gets within melee range, it takes the Dash action. When it 
  does so, it can also use its Frightful Presence.  
  • The tarrasque relies on its Legendary Actions to either close 
  the gap with its prey, or, if it took the Dash action on its turn, 
  to still make attacks.  
  • The tarrasque has extended reach, given its size. Do not forget 
  that its Bite and Horn attacks have a reach of 10 ft., its Claw 
  a reach of 15 ft., and its Tail a reach of 20 ft.  
   
  THE BEAST COMETH 
  When the tarrasque attacks, read the following: 
  As rain pelts the jungle, the wind—wailing like an 
  abandoned child—snuffs out the flames that lit those 
  distant braziers. The horses have grown distressed, 
  neighing and stamping wildly.   
  It's only now you realize what's missing: the goat's no 
  longer bleating. The goat's gone—until it's dropped upon 
  the roof of your buggy. Looking into the dark, you see the 
  massive eye of some titanic, horned beast staring down at 
  you from above. And as a fresh lance of lightning sheds 
  light from above, the beast looses a thunderous roar that 
  drowns out even the storm.  
  Unlike in Jurassic Park, this creature's vision is not based on 
  movement; the tarrasque plainly sees the party. If it was capable 
  of such emotion, the tarrasque would be amused to see them try 
  to remain still.  
  Theme Music. Creatures with a passive Perception score of 
  22 or higher can hear Halaster humming the Jurassic Park 
  theme song.  
   
  VICTORY! 
  If the adventurers flee from the tarrasque, they still advance to 
  18th-level. However, if they manage to slay it, Halaster rewards 
  them with an hour—long enough for them to gain a short rest. 
  Thereafter, he teleports them to Undermountain, specifically 
  Area 33 on Level 23.  
  The text below assumes the adventurers slay the tarrasque. 
  Read the following: 
  With a clash of thunder, the tarrasque crashes to the 
  ground, unleashing tremors that will surely be felt for 
  miles. You have done the unthinkable, the impossible. 
  Only in the most dreaded myths has this creature ever 
  emerged to scour men from the face of the world. And yet, 
  the Mad Mage—and if not him, then who?—has dared to 
  include such a behemoth in what can at best be described 
  as a zoo. 
  The storm rages all around you, but in this moment, you 
  are perfectly calm. As you rest in the safety of an 
  enormous kapok tree, you know that this was the day that 
  you truly became legends in your own right—even if no 
  one ever knows what you've achieved tonight. 
   
   
   
  
   
  250 
  WELCOME TO THE THUNDERDOME 
  Reckoning has come at last! With an air of triumph, you 
  hurl open the doors to Halaster's innermost sanctum—and 
  the world beyond it is a colosseum infested with fans that 
  buck and cheer under a sky painted with an illusion 
  reading ENTER THE ARENA!  
  When you look back, the furnished chamber is gone. 
  Everything is gone. You know not which world you're on, 
  but certain that this is no trick, only a trap lain by the Mad 
  Mage.  
  Ivory sands sift beneath your feet as you contend with 
  this new reality. Only now do you hear the audience 
  jeering in every language possible, some that you can 
  even recognize. A voice booms out across the world, and 
  instantly you can hear the hint of a tongues spell on his 
  lips: 
  "Coming from you live on the Shattered Shelf, it's Enter 
  the Arena! Tonight, we welcome a crowd of challengers 
  to our little bloodbath! You may know them as the stars 
  of the hit game show Dungeon of the Mad Mage and 
  more! To our guests, we cry, 'Welcome! Welcome, 
  welcome, welcome! Tooooo the Thuuunderdome!'" 
  Apprehensive, you back up. You didn't sign up for this 
  and won't tolerate it. Gateways gape all along the walls. 
  Moving to the closest one, you slam into a wall of 
  impenetrable force. "It's like that," you realize. High 
  above soar grim-faced magi that seem to police this so-
  called "Thunderdome." 
  The announcer continues his spiel: "This episode of 
  Enter the Arena is brought to you by Dungeon of the Mad 
  Mage and Undermountain Dew: do the Dew! 
  "Tonight, our guests square off against the heavyweight 
  champ herself, the Celestial with Attitude, the Daughter 
  of Auril and Thrym, the Frost Queen herself—it's 
  Nalkara!" 
  Outside the dome and into the arena strides a giantess 
  whose beauty can only be described as empyrean, as 
  angelic. Her skin is a soft blue and her eyes are the deepest 
  shades of winter. Her very hair crackles with blue fire and 
  where she walks, the sands shiver as frost creeps out from 
  her footprints to claim all it can for her wintry domain.  
  This titan smiles down at you, her maul crooked across 
  her shoulder. "Nalkara in the house, yeah!" she roars, 
  stepping through that invisible wall of force.  
  The announcer again thunders, "Glory, guts, gore and 
  more only on Enter the Arena! Let the game begin!"    
  This encounter is a fresh coat of paint for the battle with the 
  empyrean Nalkara in Halaster's throne room. Instead of being 
  summoned, Nalkara is the heavyweight champion of Enter the 
  Arena, a transplanar gladiatorial game show enjoyed by much 
  of the Multiverse. Enter the Arena is one of the possible 
  sponsors named in the Transplanar Advertisements added in the 
  Halaster's Game supplement.   
  The Dome. A hemispherical, 30-feet-radius wall of force 
  spell encloses the arena. Creatures that manage to escape the 
  dome are instantly thunderwaved (DC 17) back inside by a 
  flying archmage—three of which circle the dome. The 
  archmagi can permit a character or object to enter or leave the 
  dome (no action required), as is the case when a creature is 
  forced back inside via a thunderwave spell. The spell is initially 
  cast at 1st-level, but repeat offenders are subjected to 4th-and 
  higher levels of the spell.  
  Roleplaying Nalkara. Honestly, just channel the ludicrous 
  charisma of Macho Man Randy Savage. Nalkara drops any of 
  the following lines in battle: 
  • "You are like a grain of sand in the desert—and I am the entire 
  desert!" 
  • "I'm the tower of power, too sweet to be sour. I'm funky like 
  a monkey. Sky's the limit and space is the place!"  
  • "Best there is… past, present, and future! Oh yeah!" 
  • "Expect the unexpected in the kingdom of madness!" 
  • "The cream surely rises to the top!" (Nalkara says this after a 
  Trembling Strike or after standing up from being prone. She 
  then just continues to shout, "The cream of the crop!") 
   
  Tactics. Nalkara follows these tactics in battle: 
  • As an empyrean, Nalkara is incapable of even considering the 
  possibility of failure. She fights without fear, without caution. 
  Egotistical, she fantasizes about glorious one-on-one duels 
  with a formidable warrior—thus, she eliminates the "softer" 
  members of the party first, leaving the resident barbarian, 
  fighter, or paladin for last.  
  • On her first turn, Nalkara softens up her foes with a fire storm 
  spell. At your discretion, the spell instead deals cold damage. 
  Objects set aflame burn under a blue flame. 
  • Nalkara picks off distant or flying targets with her Bolt attack, 
  choosing cold damage—or surprises them by flying herself.  
  • Nalkara pairs her Legendary Actions to annihilate foes, first 
  using Trembling Strike and then a Maul attack, courtesy of 
  another Legendary Action.  
   
  VICTORY! 
  If the adventurers triumph over Nalkara, the audience quickly 
  turns on them—incited by the announcers—for felling their 
  beloved champion. The legion fans begin to hurl their garbage 
  and insults at them from afar. Images from arcane eye spells are 
  projected onto the sky, showing the party the enraged crowd. 
  An announcer shouts, "Get 'em!" and the fans surge forward, 
  slamming their fists against the Thunderdome, which slowly 
  powers off. Just before the first fan—a demon—can get at the 
  party, a rift opens up and sucks the adventurers back to 
  Undermountain, depositing them into Area 33.  
   
   
   
  
   
  251 
  ULTIMATE SHOWDOWN 
  The final showdown with Halaster is, to say the least, lackluster. 
  It's almost guaranteed the party will want to fight him—him, 
  their tormentor and jailor—yet he prepares nothing. Even 
  though he can be resurrected in Undermountain, death is painful 
  and humiliating. This section provides several encounters you 
  can use to overhaul your showdown.  
  Halaster's Hit Points. Most encounters are meant to be 
  finished in either one round of combat or to halt combat 
  completely. However, failing that, should the Mad Mage lose 
  100 or more hit points in a phase, he dips out and heads to your 
  next chosen encounter.  
  Leveling Up. After overcoming two of Halaster's challenges, 
  the party should level up to 19th-level. However, this doesn't 
  entitle them to regaining all their resources (i.e., they do not 
  heal up to their hit points, they only get an extra hit die to 
  increase their hit point maximum, et cetera). 
   
  THE BIG HALOWSKI 
  When next you open your eyes, the world has swelled into 
  a great riot of polished wooden lanes lit by crazed lamps. 
  Surely, the Mad Mage has shrunk you with his foul 
  chicanery. On the far wall, in titanic letters, a sign reads, 
  "Bowl-A-Rama!" You try to make sense of it, but you find 
  no bowls here. Not on the tables, not on the distant 
  counter. All you see is a gargantuan Halaster Blackcloak 
  polishing a ceramic ball as stout and thick as a dwarf. His 
  yellow grin stretches wide and his pores gape like craters. 
  He shouts, "You're entering a world of pain!"  
  You reach for your weapons, but your limbs disobey! 
  They disobey! You struggle against your invisible bonds 
  to no avail and it's only then that you notice that Halaster 
  has kidnapped innocents from all across Undermountain. 
  All are struggling against their invisible bonds, mewling 
  or demanding answers as to what game they've been 
  dragged into, their terror alight.  
  That's when you hear it: the crash of thunder. Halaster 
  has pitched that ceramic ball; as it sails down the lane, it 
  seems to shift, revealing it to be a ball of pure force that 
  reduces the first victim—a barber you recognize from 
  Skullport—into a red smear.  
  "A world of pain!" Halaster shouts again. 
  Exercising his love of bowling, Halaster condemns his foes to 
  an extradimensional bowling alley where they—and innocent 
  victims—are the pins. His first pitch completely demolishes an 
  innocent.  
  The Alley. Within this realm, characters other than Halaster 
  remain their normal size. It may seem to them that they have 
  been shrunk to the relative-size of a bowling pin, for the 
  bowling alley is massive, as is Halaster (although, for the 
  purpose of combat, he is still a Medium size creature).  
  The Lane. The lane on which the adventurers and other 
  victims start is a 15-foot-wide, 150-foot-long passage enclosed 
  by walls of force. Creatures in it cannot fly via magic items or 
  spells.  
   
  PINS 
  There are ten pins in a game of bowling; Halaster has kidnapped 
  enough innocents to fill out that ten, after accounting for the 
  adventurers. Choose characters that the adventurers have an 
  attachment for, otherwise they won't care for their fates. 
  Paralyzed! The pins start the encounter paralyzed. At the end 
  of their turn, a pin can attempt a DC 15 Charisma saving throw, 
  ending it on a success.  
  Swapping. Halaster is a sadistic host. It wouldn't be enough 
  for the adventurers to watch their comrades be pulverized by 
  magical bowling balls. Whenever a pin is targeted by Halaster, 
  but before his attack roll is made, a character can use their 
  reaction to swap places on the board, letting them be struck. 
  Thus, to save their friends, the adventurers must put them-
  selves at risk. If a character swaps with a paralyzed character, 
  both characters become paralyzed and must attempt a DC 15 
  Charisma saving throw at the end of their turn, ending the effect 
  on a success.  
   
  HALASTER 
  The Mad Mage is a masterful bowler; within this realm, his 
  bowling balls are condensed energy. For this encounter, he 
  cannot attack or cast a spell against creatures on a lane; he can 
  only use his Bowl attack, described below. Once a pin reaches 
  the end of the lane, he can contend with them as normal.  
   
  Bowl. Ranged Spell Attack: +14 to hit, range 150/400 ft., one 
  target. Hit: 16 (3d10) force damage.  
   
  Legendary Action. During this encounter, Halaster can make 
  use of a new Legendary Action:   
   
  Bowl. Halaster makes a Bowl attack against a pin.   
   
  Defenses. The Mad Mage bowls from within a globe of 
  invulnerability. When Halaster is struck by a ranged weapon 
  attack, a glyph of warding activates, unleashing a warding wind 
  spell that disadvantages ranged weapon attacks that pass in or 
  out of the wind. Halaster's Bowl attacks are unhindered.  
  Tactics. Halaster continues playing his game until the 
  majority of the adventurers have escaped the lane or when he 
  has lost 50 or more hit points. Afterwards, the characters are 
  expelled from the bowling alley. Proceed to the next encounter.  
   
   
   
  
   
  252 
  CHECKMATE 
  Halaster brings the adventurers to a demiplane that resembles a 
  chessboard—and to their horror, they find familiar faces forced 
  to play in the game. The Mad Mage has kidnapped individuals 
  from across Undermountain and even the world at large.  
  Personalization. This challenge is a moral one; if the 
  innocents involved are not known by the party, it loses all its 
  impact. You have to include individuals both loved and hated 
  by the party—and distribute them across both teams. As an 
  example, if Vlonwelv Auvryndar survived the party, and they 
  detest her, put her on their team. Meanwhile, someone the party 
  cherishes is on the black team. Would it not be gut-wrenching 
  to order Vlonwelv, their hated enemy, to murder their beloved 
  friend for the sake of the game? If you run out of individuals, 
  snatch familiar faces from the adventurers' lives: a friend, an 
  acquaintance that once loaned them 10 silver, their local baker, 
  or the lonely old painter that spends his time feeding the birds 
  near the church. Hell, grab their barbers, the cobbler that made 
  their shoes, and especially their mothers and mentors. No one 
  is safe from Halaster Blackcloak. 
  Statistics. Unless a character already has statistics, use the 
  ones befitting their piece in the Chess Piece Statistics table. If 
  their statistics are pitiful, such as a commoner's, use the 
  statistics better befitting their role instead, such as a knight.   
  Rules. The magical game of chess follows these rules, in 
  addition to the normal rules of chess. The party is forced to play 
  the game and can't act as they normally would in combat.  
  • Halaster's team is black, symbolizing the evil nature of this 
  demented game.  
  • The party's side is white, allowing them to take the first turn.  
  • At the start of the game, the adventurers can choose which 
  pieces on the board they represent; shift the identities of those 
  involved accordingly.   
  • In this encounter, there is no initiative. The white team goes 
  first, then the black team. Each turn, a team can move only a 
  single piece across the board. Characters are incapacitated. 
  Every character's movement speed is reduced to 0 and they 
  can only move as the piece they represent can.  
  • Whenever a piece takes another, it instantly kills them unless 
  the defending piece is a player character or Halaster, in which 
  case the player character instantly takes the damage from the 
  attacks used by the attacking piece (e.g., a knight's two 
  Greatsword attacks) and is then eliminated from the game. 
  An eliminated player character is teleported to the side of the 
  board and can no longer affect the game or its pieces. They 
  can, however, affect themselves (i.e., drink a potion).  
  • If a piece overtakes another piece and subjects it to a saving 
  throw, such as a spell that only does half damage on a success, 
  the overtaken piece can attempt their saving throw, but is still 
  eliminated. This is so that a piece can't just unleash a finger 
  of death on a player character without any chance of halving 
  the damage. Use tact whenever determining which attack the 
  overtaking piece uses; there is indeed such a thing as overkill 
  in this encounter.  
  • When the first king is slain, the remaining pieces on their team 
  take 22 (4d10) necrotic damage and the encounter ends. Any 
  player characters already eliminated also take this damage.   
  • If Halaster is overtaken, he takes damage from his attacker's 
  attack, but doesn't take the 4d10 necrotic damage for losing. 
  He leaves the demiplane before the damage is inflicted.   
  CHESS PIECE STATISTICS 
  Piece 
  Statistics (if no other statistics apply) 
  Bishop 
  Priest 
  King 
  Halaster Blackcloak or noble 
  Knight 
  Knight 
  Queen 
  Warlord 
  Pawn 
  Thug 
  Rook 
  Assassin  
   
  ICONIC INDIVIDUALS OF UNDERMOUNTAIN 
  You don't need to attach an identity to every piece on the board, 
  but you do want to bring back individuals that left a lasting mark 
  on the party and survived. Your table will vary, of course, but 
  some possible individuals are included below. Their statistics 
  are not in Appendix B of this chapter.  
  Bishops. Bishops are good-hearted individuals that are driven 
  by duty to commit evil in this game.  
  • Yrlakka of Level 15 (githzerai zerth) 
  • Preeta Kreepa of Level 3 (human mage with beholder eye-
  stalks, see Level 3, Area 21M) 
  • Any stone giant of L7, if the party found them tragic or 
  sympathetic 
  • Any quest-giver from Waterdeep 
   
  King. The opposing team's king is, of course, the Mad Mage. 
  The following individuals could take the role of king for the 
  adventurers' team if none wish to wear that crown. The king 
  represents a fragile leader kept alive solely by the duty of others.  
  • Warlord Azrok of Level 3 (hobgoblin warlord)  
  • Yek the Tall of Level 2 (goblin boss) 
  • Doomcrown of Level 14 (hobgoblin warlord) 
   
  Knights. Knights are unyielding, unquestioning soldiers of 
  the king. Individuals who represent this uncompromising 
  loyalty, whether it's to Halaster or someone else, are included 
  below. Most yugoloths and slaadi would be knights.   
  • Hexacali of Level 8 (bone naga) 
  • Zress Orlezzir of Level 10 (drow house captain) 
  • The Headmaster of Level 9 (arcanaloth) 
  • Drivvin Freth of Level 12 (drow archmage)  
  • The Alchemist of Level 4 (green slaad) 
   
  Queen. To Halaster, the queen represents his chief confidant. 
  Likewise, the queen is a strong, feminine figure. Possible 
  individuals include:  
  • Tasselgryn "Tas" Velldarn of Skullport (human archmage) 
  • Wyllow of Level 5 (elven archdruid) 
  • Lurkana, wife and general of Azrok's Legion of Level 3 
  (hobgoblin captain) 
  • Emberosa of Level 14 (fire giant) 
  • Vlonwelv Auvryndar of Level 10 or Erelal Freth of Level 12 
  (drow priestess of Lolth) 
   
  Pawns. Pawns ought to be innocents forced into the game, 
  such as a friend, a cherished barber, et cetera.  
  Rooks. In normal chess, a rook represents a castle. In 
  Halaster's game, they're instead wild cards that can wreak great 
  damage upon others. Identities include: 
  • Torbit of Level 8 (bullywug assassin) 
  • Maddgoth of Level 7 (human archmage or lich) 
  • Xarann A'Daragon of Level 10 (drow assassin) 
  • Trenzia of Level 2 (a flameskull with resistance to fire and 
  immunity to lightning damage; and lightning bolt prepared 
  instead of fireball) 
  • Zox Clammersham of Level 13 (gnomish archmage)  
   
   
  
   
  253 
  HALASTER'S STRATEGY 
  As black, Halaster is instantly on the defensive and his 
  strategies must reflect that. With an Intelligence score of 24, 
  Halaster should prove to be a formidable opponent. If you 
  yourself aren't an expert at chess, familiarize yourself with the 
  most famous defensive strategies, such as the Sicilian Defense, 
  the Nimzo-Indian Defense, and more.  
   
  USING INTELLIGENCE 
  When it comes to puzzles and the like in tabletop games the 
  issue boils down to a player being hamstrung out of the game 
  while their character could reasonably figure out the answer—
  especially if their character is a genius wizard. 
  The players, not the adventurers, must play chess in this 
  encounter. To just let them use their abilities and scores utterly 
  trivializes it. However, to tie-in their abilities, you can let one 
  character on the team, preferably the character calling the shots 
  in this encounter, attempt Intelligence (chess) checks (chess, or 
  dragonchess, being a gaming set). On a success, the white team 
  can reverse their turn. For example, if they moved a knight and 
  lost it the next turn because of that single, foolish move, they 
  can get a do-over if they succeed on the check.  
  If you allow this, it can only occur once per turn and the DC 
  begins at 14, increasing by 2 for every subsequent success. 
  Halaster benefits from this optional rule as well. 
   
   
   
   
   
   
   
  CLASH OF THE TITANS 
  Ultimate Encounter, counts as three encounters 
  The gloves are truly off in this encounter, which dials Halaster's 
  cunning and wrath up to 11. It presents him as the ultimate 
  wizard—one that has had ample time to prepare for his foes and 
  utilized every tool at his disposal.  
  Balancing the Encounter. Halaster has pulled out all the 
  stops for this battle, which occurs entirely in Area 33. He has 
  glyphs of warding, a contingency spell at work, and laid traps 
  to thwart the adventurers. That being said, it would be easy to 
  just equip him with an incredible arsenal of tools, per DM fiat—
  but this encounter does its best to stay within the bounds of what 
  a wizard could do. Review Halaster's Spells, -Gear and 
  Preparations at the start of this chapter, incorporating all 
  elements thereof.  
   
  MINIONS OF THE MAD MAGE 
  Halaster crumbles when outnumbered; knowing that, he has 
  called upon a number of allies:  
  • A shield guardian—perhaps even the one that can be met on 
  Level 1—whose amulet is worn by Halaster 
  • A gray render that Halaster has long-since bonded with. He's 
  named him after the dumbest of the adventurers.  
  • A red dragon wyrmling taken from Stardock as a tax 
  • A green slaad whose control gem is in Halaster's possession. 
  If it was not slain, this slaad is the Alchemist of Level 4, 
  otherwise it is just a random one conjured from Limbo 
  • Halastron, the adopted quadrone from Level 2, provided it 
  wasn't destroyed. Admittedly, it can do little against such 
  high-level adventurers—but they can still go "bite [its] shiny, 
  transplanar ass!" 
  • Two living counterspells, which come out to play on the 
  second round of combat 
   
  Tactics. Halaster's minions follow these tactics: 
  • The shield guardian stores a spell of slow (DC 22) and casts it 
  on its first turn, concentrating on the spell. It positions itself 
  to always be within 5 ft. of Halaster for its Shield reaction.  
  • The wyrmling flies at a height of 15 ft. and strafes the party 
  with its Fire Breath attack. On turns the ability is recharging, 
  it attacks weak and unarmored characters.   
  • Halastron flies at a height of 15 ft. and picks off weakened 
  adventurers with its four Shortbow attacks.  
  • The green slaad starts the encounter invisible. On its first turn, 
  it unleashes a fireball spell. On its second, it casts fear.  
  • The living counterspells use their actions on Magical Strikes 
  and reserve their Spell Mimicry for whenever the adventurers 
  cast counterspell. 
   
  HIDDEN PIT TRAP 
  Hidden by an illusion spell, the Mad Mage has placed an 
  extradimensional pit trap in front of the door to Area 36. The 
  pit is 10-feet-wide, 20 ft. deep, sheer, and trapped with spikes. 
  A creature that falls into the pit takes 2d6 bludgeoning damage 
  from the fall and must make a DC 14 Dexterity saving throw to 
  avoid the spikes, taking 2d10 piercing damage on a failure.   
  To see through the illusion, a creature can use its action to 
  attempt a DC 15 Intelligence (Investigation) check. The illusion 
  and pit trap also disappear 1 minute after Halaster dies.  
   
   
   
  
   
  254 
  GLYPHS GALORE 
  It's not enough for the Mad Mage to be backed up by a handful 
  of minions; nay, this wizard's lair is trapped with several glyphs 
  of warding. Per the spell, the glyphs "concentrate" on these 
  spells, allowing Halaster to concentrate on his own.  
  • A glyph of warding in the center of the magical circle contains 
  a reverse gravity spell that activates when a creature passes 
  over the center of the room. A creature that falls upward takes 
  2d6 bludgeoning damage if it strikes the ceiling. Halaster has 
  tailored it to only affect the area of the magic circle, reducing 
  it to a 20-foot-radius cylinder.  
  • When touched, a glyph of warding on the left arm of Halaster's 
  throne casts warding wind, centered on the throne.  
  • When touched, a glyph of warding on the right arm of the Mad 
  Mage's throne casts maddening darkness, centered on the 
  throne. Because Halaster is already under a mind blank spell, 
  he is immune to its effects. See the sidebar for this spell.  
  • A glyph of warding placed at the foot of Halaster's throne 
  contains a spell of Otto's irresistible dance that activates once 
  a creature passes over it to ascend or descend the throne.  
  • A glyph of warding on the door to Area 35 activates when a 
  creature enters within 10 feet of it, unleashing a grease spell 
  on the 10-foot-area before it.   
   
   
   
   
  CLASH OF THE TITANS: HALASTER'S ARCANE ARSENAL 
  The following spells are utilized in the Clash of the Titans encounter. Their effects have been summarized for your convenience. Because they are 
  cast with glyphs of warding, Halaster does not concentrate on the spell; it instead continues for its full duration. The spell save DC for these is 22.  
   
  GREASE 
  Duration: 1 minute 
  Slick grease covers the ground in a 10-foot square centered on a point 
  within range and turns it into difficult terrain for the duration. 
  When the grease appears, each creature standing in its area must 
  succeed on a Dexterity saving throw or fall prone. A creature that enters 
  the area or ends its turn there must also succeed on a Dexterity saving 
  throw or fall prone. 
   
  MADDENING DARKNESS 
  Duration: 10 minutes 
  Magical darkness spreads from a point you choose within range to fill 
  a 60-foot-radius sphere until the spell ends. The darkness spreads 
  around corners. A creature with darkvision can't see through this 
  darkness. Non-magical light, as well as light created by spells of 8th 
  level or lower, can't illuminate the area. 
  Shrieks, gibbering, and mad laughter can be heard within the sphere. 
  Whenever a creature starts its turn in the sphere, it must make a Wisdom 
  saving throw, taking 8d8 psychic damage on a failed save, or half as 
  much damage on a successful one. 
   
  OTTO'S IRRESISTIBLE DANCE 
  Duration: 1 minute 
  The target begins a comic dance in place: shuffling, tapping its feet, and 
  capering for the duration. Creatures that can't be charmed are immune 
  to this spell. 
  A dancing creature must use all its movement to dance without leaving 
  its space and has disadvantage on Dexterity saving throws and attack 
  rolls. While the target is affected by this spell, other creatures have 
  advantage on attack rolls against it. As an action, a dancing creature 
  makes a Wisdom saving throw to regain control of itself. On a 
  successful save, the spell ends. 
   
  REVERSE GRAVITY 
  Duration: 1 minute 
  This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder 
  centered on a point within range. All creatures and objects that aren't 
  somehow anchored to the ground in the area fall upward and reach the 
  top of the area when you cast this spell. A creature can make a Dexterity 
  saving throw to grab onto a fixed object it can reach, thus avoiding the 
  fall. 
  If some solid object (such as a ceiling) is encountered in this fall, 
  falling objects and creatures strike it just as they would during a normal 
  downward fall. If an object or creature reaches the top of the area 
  without striking anything, it remains there, oscillating slightly, for the 
  duration. At the end of the duration, affected objects and creatures fall 
  back down. 
  SYMBOL 
  Duration: 10 minutes once triggered 
  When you inscribe the glyph, choose one of the options below for its 
  effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere 
  with dim light for 10 minutes, after which time the spell ends. Each 
  creature in the sphere when the glyph activates is targeted by its effect, 
  as is a creature that enters the sphere for the first time on a turn or ends 
  its turn there. The glyph is nearly invisible, requiring a DC 22 
  Intelligence (Investigation) check to find. 
  Death. Each target must make a Con. save, taking 10d10 necrotic 
  damage on a failed save, or half as much damage on a successful save. 
  Discord. Each target must make a Con. save. On a failed save, a target 
  bickers and argues with other creatures for 1 minute. During this time, 
  it is incapable of meaningful communication and has disadvantage on 
  attack rolls and ability checks. 
  Fear. Each target must make a Wis. save and becomes frightened for 
  1 minute on a failed save. While frightened, the target drops whatever 
  it is holding and must move at least 30 feet away from the glyph on each 
  of its turns, if able. 
  Hopelessness. Each target must make a Cha. save. On a failed save, 
  the target is overwhelmed with despair for 1 minute. During this time, 
  it can't attack or target any creature with harmful abilities, spells, or 
  other magical effects. 
  Insanity. Each target must make an Int. save. On a failed save, the 
  target is driven insane for 1 minute. An insane creature can't take 
  actions, can't understand what other creatures say, can't read, and speaks 
  only in gibberish. The DM controls its movement, which is erratic. 
  Pain. Each target must make a Con. saving throw and becomes 
  incapacitated with excruciating pain for 1 minute on a failed save. 
  Sleep. Each target must make a Wis. save and falls unconscious for 10 
  minutes on a failed save. A creature awakens if it takes damage or if 
  someone uses an action to shake or slap it awake. 
  Stunning. Each target must make a Wis. save and becomes stunned for 
  1 minute on a failed save. 
   
  WARDING WIND 
  Duration: 10 minutes 
  A strong wind (20 miles per hour) blows around you in a 10-foot radius 
  and moves with you, remaining centered on you. The wind lasts for the 
  spell's duration. The wind has the following effects: 
  • It deafens you and other creatures in its area. 
  • It extinguishes unprotected flames in its area that are torch-sized or 
  smaller. 
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind. 
  • The area is difficult terrain for creatures other than you. 
  • The attack rolls of ranged weapon attacks have disadvantage if the 
  attacks pass in or out of the wind. 
   
  
   
  255 
  SYMBOL 
  Halaster has inscribed a symbol spell on the statue of himself 
  that activates when a creature other than himself touches it. To 
  goad his foes into doing so, he races for it—making a big show 
  about touching it—and teleports to Area 22 or 28. Alternatively, 
  he can have a minion of his touch it.   
  When activated, the 60-foot-radius sphere covers most of 
  Area 33. Creatures pressed against the southwestern and 
  southeastern corners are out of its range, as are creatures on the 
  steps leading to Halaster's throne, or further. The spell cannot 
  penetrate walls, so Areas 32 and 34-36 are safe.  
  Effect. Choose beforehand which effect Halaster has chosen 
  for the symbol spell and consider its implications, remembering 
  that all creatures must contend with its effect, if they're in the 
  sphere, including Halaster and his minions: 
  • The Death effect is a reset button that will likely wipe out 
  Halaster's minions, none of whom have immunity or even 
  resistance to necrotic damage—and all creatures take 10d10 
  damage every time they enter or start their turn in the sphere 
  for the ten minutes. It is, hands down, the most brutal effect.   
  • The Discord effect allows the battle to continue but drags it 
  out further by disadvantaging attacks and the like.  
  • The Fear effect disarms combatants and forces them to the 
  corners of the room, or through a door. The shield guardian 
  cannot be frightened and is thus unaffected.  
  • The Hopelessness effect will likely be overcome by warlocks, 
  sorcerers, bards, and paladins. Any non-healer or supporter 
  that fails the save is, effectively, removed from the fight, 
  which is no fun.  
  • The Insanity effect can be hilarious if Halaster tells them, 
  "Now you can be just as crazy as I am!" It effectively pauses 
  the fight while Halaster freshens up outside.   
  • The Pain effect allows the fight to haphazardly continue, as 
  affected creatures can still move. Becoming incapacitated 
  also ends a spellcaster's concentration.   
  • The Sleep effect momentarily pauses the fight, but it can be 
  thwarted if enough characters resist the spell. Meanwhile, 
  Halaster can freshen up outside.  
  • The Stunning effect removes characters from the entire fight, 
  which is no fun. However, it can facilitate roleplay as the 
  characters speak falteringly while the villain gets away.  
   
  Tempering the Spell. Once the spell is activated, symbol 
  causes its effects every turn for ten minutes. For the sake of the 
  encounter, you can temper the spell by letting it emit its effects 
  for only a minute, or even just once.   
   
   
   
   
  DONKEY KONG REDUX 
  The world shrinks down to a glass prison striped with 
  strange, red, steel platforms. In your mind's eye, you can 
  see it all, as if you were looking in from a window. Atop 
  this crisscrossed gauntlet, a gigantic ape lords over its sole 
  captive: a frail figure in a floral gown that you recognize 
  to be none other than the Mad Mage himself.  
  As if it could sense your peeping, the giant ape pounds 
  its chest with its fists and reaches into the darkness. From 
  that inky void it plucks a barrel, and the primate hurls it 
  down the crisscrossed gauntlet.    
  This encounter is ostensibly based on Donkey Kong, the 1981 
  arcade game. If your version of Halaster has visited Earth, it's 
  directly based on it. If not, it’s just uncanny. Halaster teleports 
  the party to a demiplane whose dimensions are 5-feet-wide, 
  100-feet-tall and 50-feet-long. To the south extends a glass wall 
  impervious to all magic and damage. The north, east, and west 
  "walls" are solid darkness. The adventurers can magically view 
  the entire demiplane at once, just as if they were an arcade 
  player looking at a screen.  
  Like in Donkey Kong, the characters have to reach the top 
  while jumping over barrels, climbing ladders, and more. A 
  giant ape has kidnapped Halaster (who, of course, is wearing a 
  floral pink dress) and tosses down the barrels from the top layer. 
  For the sake of simplicity, barrels aren't tracked on the map, nor 
  can they be targeted.  
  Map. For very obvious copyright concerns, the Companion 
  cannot include an image of the Donkey Kong map. Take 
  inspiration from the original game's Level 1 stage. Every 
  platform is 50 ft. in length, with 10 ft. between each platform. 
  Ladders connecting the platforms count as difficult terrain for 
  any creature without a climbing speed.  
  Rules. Follow these guidelines for Halaster's game: 
  • At the start of a character's turn, there is a 75% chance they 
  must leap over a rolling barrel, subjecting them to a Dexterity 
  saving throw (DC 10 + 2d6). On a failure, they're knocked 
  prone and take 5 (1d10) bludgeoning damage. The barrel then 
  explodes, dealing 11 (2d10) fire damage to all creatures 
  within 10 feet. A character that takes the Ready action to 
  jump over the next barrel succeeds automatically.  
  • Once a character comes within 10 ft. of the giant ape on the 
  final layer, it ceases to throw barrels. Starting the next round, 
  creatures already on the final layer no longer need to make 
  Dexterity saving throws at the start of their turn. 
  • The giant ape and Halaster fight in tandem against the party 
  once a character reaches them. Halaster leaves the demiplane 
  after losing 50 hit points or more, or when the giant ape is 
  slain. Once the ape is dead, the next encounter begins.  
   
  Magical Restrictions. Magical flight is disabled in this realm, 
  be it from magic items or spells. The Mad Mage has specifically 
  not warded against spells that would teleport a creature or alter 
  the landscape.  
   
   
   
   
   
  
   
  256 
  MONTY'S HALL 
  You awaken on a stage, bleary-eyed and confused. An 
  audience leers at you, clamoring, cheering. Jaunty music 
  is playing all around you as an announcer shouts, "These 
  people have come from all over the Multiverse to make a 
  deal here, on live planar-vision! Now, here's our host: 
  Monty… Thrall!"  
  A smart-dressed man with a broad smile steps onto the 
  stage. "Hiya folks, it's me, Monty Thrall! Today, our 
  guests hail from the little rock known as Toril and they're 
  here to—" 
  The crowd erupts into a chant of: "Make! A! Deal!"  
  Monty throws back his head and laughs. "I like this 
  energy! Now, let's get right to it! Our guests have been 
  kidnapped by a deranged mage whose name is—" Monty 
  checks a notecard. "Halastar Blackcape. They're hot on 
  his tail and they've gotta get outta here. Now, the escape 
  from this demiplane is hidden behind one of these three 
  doors." 
  Monty gestures and… and you can see them now: three, 
  unremarkable doors along the far wall.  
  The host continues, "Now, they get to choose one door 
  and one door only. You, sir- or madam-fleshbag! Which 
  door of those three do you choose? And I remind you, you 
  best choose fast, because today as our Shadow of Doom, 
  we have… a spell of delayed blast fireball!" 
  Monty points upward and only now are you aware that 
  a wall of force keeps a spinning orb of fire from crashing 
  down into the studio, setting all ablaze. As you watch, the 
  cracks in that invisible forcefield grow. Time, it's clear, is 
  of the essence.    
  The adventurers find themselves within a demiplane sporting a 
  stage whose far wall has three doors in it. A game show host 
  named Monty (secretly Halaster in disguise, unsurprisingly) 
  lays down the rules of the game: the party must open one of the 
  doors and face whatever is inside. Behind one, Monty assures 
  them, is the demiplane's exit—secretly Door #2.  
  When the adventurers choose a door, Monty opens one of the 
  other doors, unleashing whatever is inside. Obviously, he 
  doesn't open Door #2, because that is the correct answer. After 
  Monty opens Door #1 or Door #3, he asks the party if they'd 
  like to switch to another door and open that one instead.  
  Halaster. If you run this encounter, subtract a 7th- and 8th-
  level spell slot from Halaster, which he used to cast delayed 
  blast fireball and incendiary cloud.  
  The Stage. The stage is a 20-foot-wide square. The party 
  finds that the demiplane does not extend beyond that, except for 
  chambers behind the doors. The audience is beyond the wall 
  and is illusory.   
  Everything Sucks. It would be easy for Halaster to force the 
  adventurers to face every horror and then just reveal—surprise, 
  surprise—that there was never a hidden exit in the first place. 
  Alas, there is a correct answer, but it isn't harmless. Perhaps if 
  this game were played on a mortal world, there would actually 
  be a prize behind a door, but truly this is an exercise in 
  "winning" the least amount of pain.  
   
   
  Time Limit. Give the players a minute at your table and one 
  round in-game to debate which door to choose, with a second 
  minute for when Monty gives them the option to switch doors. 
  If they fail to adhere to this time limit, humble them with the 
  delayed blast fireball spell.  
  Screw the Game! If the adventurers just attack "Monty," roll 
  initiative. On his turn, Halaster uses an action to release the 
  spirit troll and bulezau, then a bonus action to leave the 
  demiplane. When he leaves, the delayed blast fireball is 
  released. 
   
  DOOR #1 
  Monty waves his hand and the door crumbles into dust—
  and out from the cloud born from it storms a caprine 
  demon whose howls can only be described as 
  "murderous." 
  "Zonks!" shouts Monty. "Looks like you chose the 
  bulezau!" The host reaches up to his face and pulls away 
  the flesh as if it were a mask—and, of course, it was 
  Halaster all along. "I bet that really gets your goat, doesn't 
  it?" says the Mad Mage. "Get it? Because it's a goat-like 
  demon? The bulezau? Ah, you don't get it…" 
  Behind this door is a bulezau, a caprine demon that has been 
  forced into Halaster's service for the last forty years. Due to the 
  demiplane's wonky rules, the demon gets to take one turn before 
  initiative is rolled, and it uses that turn to attack the closest 
  creature that isn't Halaster, whom it is forbidden to harm.  
  Magical Aura. If scrutinized by a spell of detect magic or the 
  like, the door radiates a faint aura of conjuration magic—faint, 
  for the demon therein was summoned decades ago.  
   
  DOOR #2 
  A look of revulsion crosses Monty's face. The door opens 
  on its hinges, revealing a long corridor at the end of which 
  stands a glowing, open doorway.  
  "Take your prize and go," the host snarls… and at the 
  heels of that last word, fiery miasma pours into the 
  passageway—a cloud of smoke striped with white-hot 
  embers.  
   
   
  DELAYED BLAST FIREBALL (DC 22) 
  When the spell ends, either because your concentration is broken or 
  because you decide to end it, the bead blossoms with a low roar 
  into an explosion of flame that spreads around corners. Each 
  creature in a 20-foot-radius sphere centered on that point must 
  make a Dexterity saving throw. A creature takes fire damage equal 
  to the total accumulated damage on a failed save, or half as much 
  damage on a successful one. The spell's base damage is 12d6. If at 
  the end of your turn the bead has not yet detonated, the damage 
  increases by 1d6. 
  If the glowing bead is touched before the interval has expired, 
  the creature touching it must make a Dexterity saving throw. On a 
  failed save, the spell ends immediately, causing the bead to erupt in 
  flame. On a successful save, the creature can throw the bead up to 
  40 feet. When it strikes a creature or a solid object, the spell ends, 
  and the bead explodes. 
  The fire damages objects in the area and ignites flammable 
  objects that aren't being worn or carried. 
  
   
  257 
  If the adventurers choose this door, they only have to contend 
  with the incendiary cloud spell trapping it. Halaster does not 
  open any other doors, nor does he unleash the delayed blast 
  fireball unless they dawdle here for more than three turns.  
  Magical Aura. If scrutinized by a spell of detect magic or the 
  like, the door radiates a strong aura of conjuration magic, due 
  to the incendiary cloud spell. 
   
  DOOR #3 
  You hear glass shatter from behind the door, as if some 
  seal that was meant to remain forgotten was finally 
  disturbed. Through the door comes a ghostly claw chased 
  by a tumorous, but ephemeral maw—a troll! A spirit troll 
  steps through the door and turns its claws upon you!  
  "Looks like you've been trolled," Monty quips to the 
  groans of the audience. The host looks at them and says, 
  "Hey! The sign says 'laugh!'" 
  "You suck, Monty!" shouts an audience member just as 
  the spirit troll beats its incorporeal chest and bellows out 
  its rage.   
  Behind the third door lurks a spirit troll—the spirit of the troll 
  that once laired on Level 1 of the dungeon. If the adventurers 
  are responsible for its death, the beast hungers only to revenge 
  itself upon its killers. Alternatively, if you ran the Troll in the 
  Dungeons! special event on Level 9, in which a dire troll 
  rampages through the academy, the spirit is all that remains of 
  that colossal beast.   
  Magical Aura. If scrutinized by a spell of detect magic or the 
  like, this door radiates a moderate aura of abjuration magic—
  indicative of the wards placed to contain the spirit troll, who 
  could otherwise phase through the door.  
   
  PLANAR HOPSCOTCHING  
  Ultimate encounter, counts as two encounters 
  In this encounter, Halaster takes the adventurers on an absurd 
  tour of the Multiverse. Whenever they arrive to a new plane, the 
  party must grapple with its hazards, denizens, and any planar 
  effects it imposes upon visitors. Nine planar encounters are 
  included; choose at least three to run. If you decide to run five 
  or more, if Halaster lives that long, then Planar Hopscotching 
  counts as three Ultimate Showdown encounters instead of two.  
  Plane Shifting. Halaster plane shifts the party to the plane of 
  his choice as a Legendary Action, without even casting a spell, 
  and no matter the distance between him and all targets. If you 
  need to justify this spellcasting, equip him with at least four 
  spell scrolls of plane shift.  
  NPCs' Initiative. Several planar encounters feature denizens 
  of that plane. It's recommended that you roll initiative 
  beforehand to avoid slowing down your game.  
  Escaping. This encounter hinges on the good will of your 
  players, who are free from Undermountain's restrictions on 
  magic once brought to another plane. They could absolutely 
  ditch Halaster and plane shift elsewhere. However, they're 
  unlikely to have the spell since it's utterly useless in Under-
  mountain. Halaster can just wish them back into the dungeon.  
  Aftermath. Once Halaster is finished gallivanting across the 
  planes, or when he's beaten within an inch of his life, he returns 
  them to Area 33. Everyone but Halaster crashes onto the floor 
  and is knocked prone. Remember, Halaster can only be reborn 
  if he was slain within Undermountain. Therefore, he ends this 
  planar spree when near death.  
  ACHERON 
  The world echoes with war. You find yourself upon an 
  iron battlefield floating in the emptiness of space. Distant 
  cubes of iron collide above and below while orcish hordes 
  hurl themselves against a goblinoid legion. Instinctively, 
  you know yourself to be in Acheron, that fabled realm of 
  ceaseless war, whose armies clash for the amusement of 
  dread-gods.   
  The adventurers and Halaster appear at the heart of a massive 
  battle between goblinoids and orcs being waged in the name of 
  Maglubiyet and Gruumsh, respectively. Shocked, the nearby 
  warriors both strive to slay these newcomers to honor their 
  dread-god.  
  Goblinoids. Goblinoids slain by the party in Undermountain 
  have the opportunity to appear here again. For example, Yek 
  the Tall from Level 2 and the hobgoblins of Levels 3, 13 and 14 
  (such as Azrok, Yargoth, and Doomcrown, respectively) could 
  be fighting here, eternally serving under their deity now that 
  their souls have been liberated from the Material Plane. No 
  matter their identities, the following goblinoids are present:  
  • A goblin boss or hobgoblin captain 
  • Three hobgoblins or five goblins 
  • A hobgoblin warlord 
   
  Orcs. The orcish horde attacks from the south. The soldiers 
  that involve themselves in the battle against Halaster and the 
  party consist of an orc Blade of Ilneval, an orc Hand of 
  Yurtrus, and three orogs. They use the following tactics: 
  • The Hand of Yurtrus casts bane on three adventurers (DC 12). 
  • The Blade of Ilneval makes two Longsword attacks then uses 
  its Ilneval's Command to galvanize the three orogs.  
  • The three orogs each make two Greataxe attacks, plus a third 
  if they're affected by Ilneval's Command.  
   
  Planar Effect. Acheron rewards a creature for harming others 
  by imbuing it with the strength to keep fighting. While on 
  Acheron, a creature gains temporary hit points equal to half its 
  hit point maximum whenever it reduces a hostile creature to 0 
  hit points. These temporary hit points are lost when the creature 
  leaves Acheron.  
  Halaster's Tactics. Knowing Acheron will reward him for 
  slaying other creatures, Halaster does his best to include orcs or 
  goblinoids in his attacks; thus, he relies more on his blast 
  scepter or fireball spells to gain 123 temporary hit points 
  whenever he slays a creature. 
   
   
  
   
  258 
  THE ASTRAL PLANE 
  The world blurs again and you find yourself on the deck 
  of a ship sailing a waterless sea. Asteroids and the corpses 
  of dead gods float in the distance. The air here is clean, 
  invigorating—and after a flash of clarity, you understand 
  why: you're on the Astral Plane, that famed realm free of 
  hunger, of thirst, of aging. 
  As if reading your thoughts, Halaster says, "I like to 
  lounge here whenever I need a break from my arthritis." 
  He pats the dust off his robe and then arches his back, 
  smiling as a handful of vertebrae pop. "That's the stuff," 
  the Mad Mage moans.  
  It's only then that you realize you're not alone: olive-
  skinned aliens stare at you, jaws agape. A psychic murmur 
  runs through the crowd and the first githyanki 
  telekinetically draws its silver blade. "Na vazeal!" the 
  warrior shouts, leaping into battle! 
  A perfectly-timed plane shift spell has supplanted the party onto 
  a warship bound for Créche K'liir. It's minutes away from 
  shifting to the Material Plane and docking with Stardock.  
  Planar Effect. While on this plane, a creature's walking 
  speed is equal to 3 x its Intelligence score.  
  Githyanki. This is your opportunity to bring back the 
  githyanki of Level 16, who would nurse grudges against the 
  adventurers. At the very least, they should be familiar with their 
  likenesses. The following combatants enter the fray: 
  • Three githyanki warriors, (speed 39 ft.) 
  • A githyanki knight (speed equals 42 ft.) 
  • A githyanki gish whose speed equals 48 ft. on the Astral 
  Plane. On its first turn, it casts haste on the knight.  
   
  Map. Refer to The Wreck of the Wight's Shadow map above, 
  courtesy of Dyson Logos.  
   
  THE BEASTLANDS 
  When the world's lines become crisp and sure again, you 
  find yourself in a place of staggering heat. A thousand feet 
  below sprawls a jungle—and at its edge is a reptilian beast 
  with three, magnificent and bloodied horns. It stamps its 
  massive paws in a dance of indignation.  
  Dust is everywhere, choking your lungs and impairing 
  your vision. Waving a hand, you look away from the 
  cliff—and out from the cloud comes a scaled behemoth 
  whose roar shakes the very ground—and on its back rides 
  Halaster himself. With a mad cackle, he shouts, "Eat your 
  heart out, Steven Spielberg!"   
  Halaster has delivered the party to the fabled Beastlands, a 
  savage realm of unchecked nature. They appear on a cliff a 
  thousand feet above a jungle.  
  Beasts. The party finds itself in the middle of an epic struggle 
  between a tyrannosaurus rex and a triceratops. An 
  opportunistic quetzalcoatlus strafes the adventurers, at first 
  attempting to grapple the weakest among them and fly out; if a 
  creature falls, they take 20d6 bludgeoning damage as they crash 
  into the jungle below.  
  Halaster is, of course, riding the T-Rex, although the beast 
  isn’t too happy about it. The two dinosaurs ignore each other to 
  attack these sudden interlopers, perceiving them as threats.  
  Planar Effect. While on this plane, the adventurers must 
  contend with these two planar effects: 
  • Characters have advantage on Wisdom (Animal Handling), 
  Wisdom (Perception), and Wisdom (Survival) checks. 
  • Whenever a visitor slays a beast native to the plane, the slayer 
  must succeed on a DC 10 Charisma saving throw or become 
  transformed (as in the polymorph spell) into the type of beast 
  that was slain. In this form, the creature retains its intelligence 
  and ability to speak. After each long rest, the polymorphed 
  creature can repeat the saving throw. On a success, the 
  creature returns to its true form. After three failures, the 
  transformation can only be undone by a remove curse spell 
  or similar magic. 
   
   
   
  THE WRECK OF THE WIGHT'S SHADOW 
  1 Square = 5 ft.  
  
   
  259 
  GEHENNA 
  Your stomach reels as reality shifts. Halaster deposits you 
  into the dismal ruins of what only could have been a 
  temple or courthouse. Smog has choked all color from the 
  sky, whose sole clouds are floating chunks of earth. 
  Volcanos burn in the distance and the dead land is pock-
  marked with craters. This is a scabrous realm, indeed.  
  "Uh," says a telepathic voice, "Can I help you?" 
  You look and see a grotesque fiend attending to three 
  others at a stone dais in the ruins. Its massive left arm 
  bulges with muscle and in its atrophied right, it holds 
  documents whose script make your head spin. You're 
  well-acquainted with yugoloths by now, but never have 
  you seen one like this.  
  The fiend grimaces at you, and its voice chimes again: 
  "Look, we're in the middle of hashing out a contract, 
  so…" 
  Suddenly, the Mad Mage appears—and the fiend sighs. 
  "Oh, it's you. What now, Mr. Blackcloak?" 
  Halaster rips a coinpurse from his robe and tosses it at 
  the fiends' feet. "There's more where that came from! Kill 
  these fools!"  
  Immediately, the three yugoloths across the dais spring 
  into action: two insectoid fiends wielding tridents, and 
  some faceless, quadrupedal horror whose rotund mouth is 
  lined with fangs. It opens that circular maw and out spills 
  a serrated tongue that can be no less than thirty feet in 
  length. 
  The fiendish attorney—a redundant description as 
  ever—sighs. "Well, Mr. Blackcloak, I will take no part in 
  your chicanery. If you will excuse me…" 
  Counting on the fiends' greed, Halaster has brought the party to 
  Gehenna, the infernal realm of yugoloths. The lawyer-fiend, a 
  yagnaloth named Hiynis, is the Mad Mage's usual broker for 
  infernal contracts. It comes as no surprise when Hiynis refuses 
  to partake in the violence—and if Halaster were to die, it would 
  be one less headache for the yugoloth. Unfortunately, it is 
  bound by a contract to never harm Halaster—but the other three 
  fiends aren't.  
  Yugoloths. The gathered fiends consist of a yagnaloth 
  finishing up a contract concerning the canoloth and the two 
  mezzoloths who have been hired by a hedge-wizard with a 
  grudge. Under no circumstance does the yagnaloth fight; 
  therefore, its statistics aren't included in Appendix B. However, 
  the others do initially side with Halaster. They use these tactics: 
  • The first mezzoloth enshrouds itself in a darkness spell that its 
  fellow fiends utilize to their advantage; thanks to their blind- 
  and truesight, they're unhindered by the spell.  
  • The canoloth makes a Tongue attack against a target within 
  30 ft. and follows up with its claws.  
  • The second mezzoloth tears into the first victim grappled by 
  the canoloth's tongue. 
   
  Planar Effect. The plane's cruel nature makes it difficult for 
  visitors to help one another. Whenever a visitor casts a spell 
  with a beneficial effect, including a spell that restores hit points 
  or removes a condition, the caster must first make a DC 10 
  Charisma saving throw. On a failed save, the spell fails, the 
  spell slot is expended, and the action is wasted. 
  Bidding War. Halaster bribes the yugoloths with 500 gp (50 
  platinum coins in a pouch). The party can attempt to win over 
  the yugoloths by overbidding Halaster. To throw money on the 
  ground requires no action. Halaster has a total of 1500 gp on 
  him for the purpose of this encounter.   
  Earthquake. Once during this encounter, an earthquake rips 
  through the ruins, turning it into difficult terrain for the next 
  minute. Every creature in contact with the ground that is 
  concentrating must make a DC 15 Constitution save. On a 
  failure, the creature's concentration is broken. Additionally, 
  each creature on the ground must make a DC 15 Dexterity 
  saving throw or be knocked prone.  
   
  MECHANUS 
  The Mad Mage utters a scornful word. The world around 
  you blurs yet again, this time replaced by bronze gears the 
  size of grown drakes. It's as if you were standing in the 
  guts of some clockwork behemoths. Shafts of light fall 
  through uniformly distributed windows. Mechanical 
  workers stand at the assembly line, assembling intricate 
  clockwork pieces together—all at the same rhythm.  
  As you collect yourselves, a clarion alarm blares across 
  what you can only call a factory. A feminine voice shrills, 
  "Intruders! 
  Intruders! 
  Guest 
  permits 
  undetected! 
  Eliminate immediately! Good day!"  
  "Oh, right," Halaster says. He digs into his pocket for a 
  little brass badge embedded with a cog. He affixes it to 
  his lapel just as the constructs converge upon you. "Yeah, 
  get 'em, boys!" he shouts, promptly turning tail and 
  fleeing into a tunnel leading down the assembly line.   
  Halaster has chosen a modron factory as the next site of the 
  adventurers' battle. Intruders are to be put to death—and if the 
  party doesn't like it, they should've read the numerous warning 
  signs posted outside. Halaster alone has the guest permit—a 
  badge he awkwardly affixes to his lapel—and that affords him 
  protection from the constructs.  
  Constructs. Hundreds of modrons are at work, but only a few 
  involve themselves in combat: a pentadrone, three quadrones, 
  and two tridrones. They are, admittedly, no match for the 
  party, but they can't help but obey their security protocols.   
  Planar Effect. While on Mechanus, creatures always use the 
  average damage result for attacks and spells. For example, an 
  attack that normally deals 1d10+5 damage always deals 10 
  damage. 
  Guest Badge. A character wearing a guest badge is 
  considered to be an ally by the constructs. To snatch it from 
  Halaster's lapel requires a DC 16 Dexterity (Sleight of Hand) 
  check made as a bonus action. 
  Assembly Line. The assembly line is a 5-foot-wide, 60-foot-
  long tunnel. Windows exist here and there for modron workers 
  to reach in and perform their work. Creatures on the assembly 
  line have half-cover, thanks to the low ceiling, and the moving 
  pistons and gears.   
  Down the Line. On his first turn, while the party is accosted 
  by modrons, Halaster hops onto the assembly line, which leads 
  into the next chamber. The party must give pursuit, chasing him 
  through a gauntlet of lethal machines and contraptions.   
  Lethal Machines. The combatants must face each of the 
  following traps in order, each of which are 10 ft. apart from one 
  another. Having practiced this run time and again, Halaster 
  automatically succeeds on his saving throws.  
  
   
  260 
  • A cloud of daggers spell shaves off loose metal from the 
  product. Creatures, including Halaster, automatically take 
  4d4 slashing damage when passing through the area. 
  • A buzzsaw swings down to cleave products. A Medium or 
  larger creature that passes through must succeed on a DC 15 
  Dexterity saving throw or take 4d10 slashing damage.  
  • An angry modron attacks the trespassers (except to whomever 
  is wearing the guest badge), making a melee attack (+5 to hit, 
  5 bludgeoning damage).  
  • Two metallic pads crush product into the correct shape. A 
  creature can make a DC 14 Intelligence check as an action to 
  time their jump through the machine. On a success, they take 
  no damage. If they don't time their jump perfectly, they must 
  make a DC 15 Strength save or take 3d10 bludgeoning 
  damage, or half as much on a success.   
  • A pipe spits fire to make metal more malleable. A creature on 
  the line must make a DC 13 Dexterity saving throw or take 
  2d8 fire damage, or half as much on a success.   
   
  End of the Line. Once Halaster reaches the end of the 
  assembly line, he fires off at the adventurers. If two or more of 
  them reach him, he plane shifts the party to the next encounter.  
   
  THE PLANE OF AIR 
  Amidst your battle, Halaster does the most curious thing: 
  he stuffs his ears with wax. He shouts, "I'm half-deaf and 
  this one always gets me!" 
  Before you can even voice your frustration, the walls of 
  this world disappear, replaced by an endless sky and the 
  thunderous howls of wind. There is no ground, none that 
  you can see—only ceaseless vistas of air pocked by 
  adventurous clouds. As you and the Mad Mage hurtle in 
  a free fall, you see far below you a titanic thunderstorm 
  veined with lightning.   
  Halaster has chosen the Plane of Air as the next stage of his 
  battle—but he's neglected to fight on any of the flying citadels 
  that pepper the realm. Instead, he and the party are in free fall, 
  hurtling towards a massive storm below.  
  Falling. All characters begin the encounter falling. Follow 
  these guidelines for a simple encounter: 
  • All characters start at the same height. Until a creature does 
  anything to affect its falling speed or grant it a flying speed 
  (such as by feather fall, fly or similar magic), assume all the 
  combatants are at the same height and falling together. 
  • Per Xanathar's Guide to Everything, when a falling creature 
  starts its turn, it instantly descends 500 ft. Per the point above, 
  until someone isn't falling at the same rate, just assume that 
  all the characters are falling together, regardless of whose 
  turn it is. Once a character does fly or alter their falling rate, 
  you must bust out this turn order rule.  
  • To move horizontally, a falling creature must point their body 
  at an angle to fall diagonally. At most, they can travel 30 ft. 
  horizontally in one turn.   
   
  The Ceaseless Storm. Seven hundred feet below, a miles-
  wide storm rages. Thus, combatants that do not alter their rate 
  of free fall, or have a flying speed, are expected to plunge into 
  it next round. Whenever a character starts its turn in the storm, 
  roll a d20 to determine the effects its subjected to and consult 
  the Plane of Air: Ceaseless Storm Effects table.  
  Halaster's Tactics. On this plane, Halaster makes great use 
  of his fly spell to avoid plummeting into the storm below.   
   
  PLANE OF AIR: CEASELESS STORM EFFECTS 
  d20 Effect 
  1 
  You are struck by lightning and must succeed on a DC 
  17 Constitution save or take 6d10 lightning damage, or 
  half as much on a success.  
  2-5 
  You are battered by violent winds and must succeed on 
  a DC 15 Dexterity saving throw or take 4d6 bludgeoning 
  damage.  
  6-8 
  A thunderclap explodes nearby. You must succeed on a 
  DC 15 Constitution saving throw or take 3d8 thunder 
  damage, or half as much on a success. If you were 
  concentrating on a spell, the spell ends if you fail the 
  saving throw. Deaf creatures are unaffected.  
  9-12 
  An air elemental makes a single Slam attack against you: 
  +8 to hit, 2d8+5 bludgeoning damage. It slips away 
  before it can be retaliated against.  
  13 Gravitational forces render you unconscious until the 
  start of your next turn or until you take damage. 
  14-19 You are blown 10d10 ft. in a random direction.  
  20 You are miraculously unharmed by the storm.  
   
  THE PLANE OF EARTH 
  The mortal body is truly an innovative machine capable 
  of feats of alacrity that the mind could never achieve. 
  When the lines of the last world blur and the next ones 
  sharpen, you find yourself on a cliffside overlooking a 
  vast vista of mountains and hills fashioned from geodes. 
  The air reeks of sulfur; lava lazily seeps down from above. 
  Your hands are already clinging to the cliffside, finding 
  loose purchase. The instinct that drives you could clearly 
  tell what was up—and what was down—long before your 
  mind could even comprehend the peril here. 
  A sharp whistle directs your gaze upward: Halaster. He 
  clings to the cliff just as well, but draws from his robes a 
  brown, silver and gray-striped potion. He imbibes it with 
  a grimace. Envigored, the Mad Mage begins to climb.  
  Halaster plane shifts the party to a rocky cliffside in the 
  Furnace, the border-mountains between the Plane of Earth and 
  the Plane of Fire. Thirty feet above the Mad Mage yawns a cave 
  that overlooks this glittery realm. The adventurers have a 
  vertical battle ahead, as Halaster is empowered by a potion of 
  climbing that eases his progress. The nearest adventurer begins 
  40 ft. below him.  
  Starting Positions. The adventurers are distributed randomly 
  across the cliff face, with the closest one being 30 ft. away from 
  Halaster.  
  Hazards. The combatants must contend with these hazards 
  while on the Plane of Earth:  
  • The characters begin 1700 ft. above the ground. If a character 
  falls, they instantly fall 500 ft. At the start of their next turn, 
  they fall the remaining distance and take 1d6 bludgeoning 
  damage per ten feet fallen when they hit a solid surface, up to 
  20d6 bludgeoning damage.  
  • A character unaided by magic or unequipped with a climbing 
  kit must make a DC 15 Strength (Athletics) check to climb 
  the cliffside. Characters require both hands to climb, but can 
  cling to the cliffside with one hand if they succeed on a DC 
  10 Strength (Athletics) check.   
   
   
  
   
  261 
  • Once during the encounter, the cliffside rumbles and a tide of 
  lava spews out from a nearby fissure, basking the adventurers 
  in scalding heat. Each character on the cliffside must make a 
  DC 14 Constitution saving throw. On a failure, they take 16 
  (3d10) fire damage. On a success, they take half damage.  
   
  Halaster's Spells. If Halaster intends to visit this plane, he 
  prepares earthbind, erupting earth and feather fall instead of 
  arcane lock, knock and silent image, respectively.   
  Halaster's Gear. To prepare for this venture, the Mad Mage 
  brings along a potion of climbing, which grants him a climbing 
  speed of 30 ft. and advantage on Strength (Athletics) checks 
  made to climb.   
  Revenge of the Dao. Halaster has made a grave mistake 
  coming here. If it was freed from its prison on Level 19, Jarûk, 
  the dao, appears to exact its revenge on Halaster. The moment 
  it sensed him, the genie used a wish spell to appear nearby. 
  Halaster uses a Legendary Action after the genie's turn to plane 
  shift him and the party to the next realm. 
   
  THE PLANE OF FIRE  
  Halaster offers you a wan smile and shouts, "I hope you 
  packed for a beach trip!" He snaps his fingers and the 
  world becomes fire. It burns everywhere. The air is 
  stagnant and searing; you swallow cinders with every 
  breath. A river of lava rages below the ruined remains of 
  a temple now connected to the distant cliffs only by 
  rickety bridges made of some fire-resistant wood. Spires 
  of earth jut from the magma, as if to condemn the swollen 
  sun that hangs in the sky.  
  This isn't Hell; Hell could never burn so fiercely. There 
  is but one place in all of Creation that can foster such 
  heat—the Plane of Fire. 
  Halaster mounts his next battle at a ruined temple on the 
  scorching Cinder Wastes of the Plane of Fire. A river of boiling 
  lava rages below—a fiery maw that can consume even the 
  mightiest heroes.  
  Map. Refer to the Pillars of the Temple Rains map below. A 
  river of lava churns below the rocky cliffs and outcroppings. 
  The adventurers start between the two bridges; Halaster starts 
  on the platform marked "C."  
  Pillars. If they lack a flying speed, creatures must leap across 
  pillars to reach Halaster. Remember, the distance a creature can 
  jump is equal to their Strength score if they run at least 10 ft. 
  first.  
  • The gap between Areas A & B is 19 ft. across 
  • The gap between Areas B & C is 23 ft. across 
   
  Hazard. Lava rages 100 ft. below. A creature that falls into it 
  takes 35 (10d6) bludgeoning damage (because lava is much 
  denser than a normal person, it's effectively a solid surface). 
  Additionally, they take 55 (10d10) fire damage when they enter 
  the lava the first time or start their turn there.  
  Natives. While here, 1d4+2 living burning hands accost the 
  adventurers, coming in on a fiery wind.  
  Halaster's Spells. If Halaster intends to visit this plane, he 
  prepares feather fall instead of arcane lock.  
  Halaster's Tactics. Halaster employs the following tactics in 
  this encounter: 
  • Halaster begins in Area C, as marked on the map, and hurls 
  spells at the party, such as fire bolt and fireball.  
  • If he falls, Halaster casts feather fall, then uses a Legendary 
  Action to cast fly (which he can cast once per day without 
  expending a spell slot) or even just plane shifts the party to 
  the next plane.  
  • Although his blast scepter provides resistance to fire damage, 
  Halaster has no intention of getting a face full of magma. That 
  would just ruin his day.  
   
   
   
  PILLARS OF THE TEMPLE RAINS 
  1 Square = 5 ft.  
  B 
  A 
  C 
  
   
  262 
  THE PLANE OF WATER 
  "I hope you've got your floaties!" Halaster shouts, waving 
  his hands in a swimming gesture. Before you can even 
  raise an eyebrow, the world warbles, and cold, bitter water 
  rushes in. The depths of the sea lay out before you and the 
  sun is nothing more than a distant pinprick wavering high 
  above you. The salt is sharp on your lips as water pushes 
  its way towards your lungs. 
  The Plane of Water welcomes every treasure it can come by—
  and Halaster has delivered himself and the party into its 
  clutches. It comes as no surprise that the party will have to 
  exercise restraint when dealing with Halaster, if he's the sole 
  means of them escaping this watery realm.  
  Hazard. The adventurers did not have time to suck in a breath 
  before being plane shifted; therefore, each character has only a 
  number of rounds equal to its Constitution modifier (minimum 
  of 1 round) before it suffocates. At the start of that next turn, it 
  drops to 0 hit points and is dying.   
  Contingency. If you intend to use this encounter, Halaster 
  cast a contingency spell on himself several days ago. The 
  contingent spell, polymorph, activates when Halaster is 
  submerged in water, turning him into a giant shark, as 
  described below. He loses no spell slots for this, having spent 
  them days ago when he first cast contingency. Be aware that a 
  spellcaster can only be under one contingency spell at a time; 
  using it for this encounter removes it from others.  
  Alternatively, he chose water breathing as his contingent 
  spell, rather than polymorph.  
  Halaster's Tactics. Halaster polymorphs himself into a giant 
  shark for this encounter, either on his first turn, or immediately 
  if he used a contingency spell for it. Once his hit points are 
  depleted, he plane shifts the party after his next turn. If any of 
  his foes have power word kill at their disposal, Halaster does 
  not ever cast polymorph; instead he relies on a chain lightning 
  spell and the like—if he even brings them to this plane at all.  
  Revenge of the Marid. Halaster has made a grave mistake 
  coming here. If it was freed from its prison on Level 19, 
  Ichthyglug, the marid, appears to exact its revenge on Halaster. 
  The moment it sensed him, the genie used a wish spell to appear 
  nearby. Halaster uses a Legendary Action after the genie's turn 
  to plane shift him and the party to the next realm. 
   
  SNAKES AND PORTALS 
  You find yourself in a flat, dreary realm whose distant 
  plains are wreathed in shadow. All you can make out is a 
  checkered floor of black and white tiles. Above every tile 
  floats an ephemeral number, some red, some gold, but 
  most just white. 
  Clearly this is a trap lain by the Mad Mage—and when 
  you move to act, you find your legs petrified into stone. 
  All of you are crowded on a tile above which floats the 
  number "1." You're paralyzed! 
  Suddenly the Mad Mage winks into existence. He 
  shares with you a sheepish glance and says, "Well. The 
  host might eat last but he plays first." He produces a six-
  sided die and rolls it into the air and takes a number of 
  lanky steps out onto the board. Still smiling, Halaster rolls 
  twice more, putting more distance from you. "Forgive 
  me!" he shouts, "But it's a house rule!"   
  SNAKES AND PORTALS DIAGRAM 
   
  100 
  99 
  98 
  97 
  96 
  95 
  94 
  93 
  92 
  91 
  81 
  82 
   
  83 
   
  84 
  85 
  86 
  87 
    88 
  89 
  90 
  80 
  79 
   
  78 
  77 
  76 
  75 
  74 
  73 
  72 
  71 
  61 
  62 
  63 
  64 
  65 
  66 
  67 
  68 
  69 
  70 
  60 
  59 
  58 
  57 
  56 
  55 
  54 
  53 
  52 
  51 
  41 
   
  42 
  43 
  44 
  45 
  46 
  47 
  48 
   
  49 
  50 
  40 
  39 
  38 
  37 
  36 
  35 
  34 
  33 
   
  32  
  31 
  21 
  22 
  23 
  24 
  25 
  26 
  27 
   
  28 
  29 
  30 
  20 
  19 
  18 
  17 
  16 
  15 
    14 
  13 
  12 
  11 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
   
  Halaster escapes to a demiplane whose checkered floor is an 
  area of 10x10 tiles. Every tile is a 5-foot-square and above each 
  one floats an intangible but glowing number, which number 
  from 1-100. The numbers are either red, white, or gold.  
  This encounter is, of course, just the classic boardgame, 
  Snakes and Ladders ported into D&D. When the Companion's 
  author—that's me—brainstormed encounter ideas, he found an 
  old Snakes and Ladders worksheet in his teaching bag. "If it 
  was good enough for 3rd-graders," he said, "it's good enough 
  for this." The encounter follows the rules below: 
  • When the characters first awaken in the demiplane, their legs 
  are petrified. For the remainder of this encounter, their speed 
  is effectively 0. Roll initiative to determine turn order.  
  • At the start of a character's turn, they find a six-sided die in 
  their hand, which they can roll, after which their legs are 
  restored to their usual fleshy goodness. Roll a d6 to determine 
  how many squares forward the character can move. At the 
  end of their turn, their legs are petrified once again.   
  • Characters must move forward at the start of their turn; they 
  cannot move backward or stay still. 
  • A character can use actions and bonus actions within the demi-
  plane, but not reactions. Spells that affect their movement or 
  would thwart the petrification of their legs fail. The Dash 
  action likewise does nothing.  
  • All ranged attacks, including for spells, have a reduced range 
  of 20 ft. Melee attacks can only be made against creatures in 
  adjacent squares; melee attacks made with a weapon with the 
  reach property can hit a creature up to 10 ft. away.  
  • Halaster's placement on the board is determined before the 
  party can act. He rolls three times to determine his placement 
  but must then abide by his initiative for later turns. Each turn, 
  he can reroll his die once but must use the new result.   
  • Several tiles are trapped, as marked with a red number (and 
  with a snake above). When someone lands on this number, a 
  massive snake appears, swallowing them whole and inflicting 
  5 (1d6+2) piercing damage and an additional 10 (3d6) acid 
  damage. That character is then deposited elsewhere on the 
  map. See the Snakes and Portals diagram for details.  
  
   
  263 
  • Several tiles host portals that will spirit the character ahead on 
  the board. These tiles are marked with golden numbers. When 
  a character lands on the tile, the number transforms into a 
  portal which the character can choose to take. The portal's 
  destination is clearly marked: its linked tile's number morphs 
  into a portal. See the Snakes and Portals diagram for details.  
  • At the end of the first round, a wall of acid begins to fill the 
  board, starting at 0. At the end of the second round, roll a d6 
  for the acid, which follows the same path across the board 
  that the characters do. A creature that starts its turn in acid 
  takes 14 (4d6) acid damage.  
  • If Halaster is reduced to half his hit points or less, he abandons 
  the demiplane, ostensibly cheating his way across the board. 
  Thereafter, the adventurers must outrun the wall of acid.  
  • Once a character reaches tile #100, they are safe from acid and 
  can leave the demiplane if they so wish.  
  • If the party attempts to take a rest in the demiplane, likely on 
  tile #100, Halaster kicks them out.  
   
  THIRD TIMES THE CHARM 
  Ultimate encounter, counts as three encounters 
  Under this variant, you really lean into how anti-climactic the 
  showdown with Halaster is in DotMM. You can still have a 
  penultimate encounter, but otherwise, run Area 33 as written: 
  the party have to face the empyrean Nalkara and then the Mad 
  Mage himself. He should fall easily enough—so easily that 
  your players will probably complain, "That's it?" 
  Halaster returns to fight the party, but only 1d10 days later, 
  per his Rejuvenation trait. Sometime later, he teleports the party 
  back into the dungeon. The adventurers are likely to be 
  commanding their full resources—but that's fine, because he's 
  is meant to lose again anyway.  
   
  ROUND 1: THE ANTICLIMAX 
  When the party first reaches Halaster, run the encounter exactly 
  as it is in DotMM: a battle with an empyrean followed by a 
  lackluster fight with a wizard that made no preparations for this 
  inevitable conflict. He follows his normal tactics but lacks a 
  contingency spell, potions, and minions. His tower collapses as 
  normal when he's slain.  
   
  ROUND 2: SEETHING VENGEANCE 
  Halaster resurrects 1d10 days later and wishes them back into 
  Undermountain. With his tower destroyed, he summons them 
  to L15, A16—atop the spectral bridge that spans Netherskull's 
  smoldering chasm. From Area 17 Halaster hurls his spells while 
  his minions advance from both ends of the bridge.  
  Map. For this encounter, you must prepare the map of L15.  
  Starting Position. The adventurers begin 40 ft. from Area 
  9—as Halaster wants them to head north and trigger the fireball 
  trap (see below).  
  Chasm Hazards. Keep these in mind for the battle:  
  • Although the spectral bridge normally becomes insubstantial 
  when a magic item is within 10 feet of it, Halaster's death has 
  broken that nasty condition.  
  • Spells and magic items that grant flight are suppressed in the 
  chasm. A character that enters under a fly spell or similar 
  magic instead goes hurtling into the lava. Spells that slow 
  one's fall, such as feather fall, function normally. 
  • Per Area 16, whenever a creature on the bridge crosses the 
  midpoint of the span, there's a 25% chance that the lava pool 
  spouts a fireball (save DC 19, 12d6 fire damage on a failure 
  or half as much on a success) that explodes at a point centered 
  on that creature.  
  • The lava is 30 ft. below the bridge. Because lava is denser than 
  most creatures, a character that falls onto the lava takes 3d10 
  bludgeoning damage, plus the 10d10 fire damage for entering 
  or starting its turn there.  
  • The chasm walls are sloped and have abundant handholds, 
  which can be climbed with a successful DC 10 Strength 
  (Athletics) check. On a check that fails by 5 or more, the 
  creature slips and falls into the lava.  
   
  Aerial Minions. The following minions fly above the chasm; 
  because their flight is not granted by a spell or magic item, they 
  do not plummet into the fiery depths below.  
  • Two flameskulls hover above the chasm, 15 ft. above and 
  away from the bridge, one to the east, the other to the west.  
  • Up to five magma mephits kamikaze the adventurers (see 
  their Death Burst trait) but only after getting their money's 
  worth on heat metal spells and Fire Breath attacks.  
   
  Northern Minions. These minions hold the line for Halaster 
  as he hurls his spells at the adventurers: 
  • Four azers, whose sole directive is to stall the adventurers 
  from reaching Halaster. If moving does not provoke attacks 
  of opportunity from the party, they move back and forth along 
  the bridge, trying to trigger the fireball trap. The first pair 
  starts the battle 20 ft. from Area 17; the other pair wait at the 
  foot of the bridge, ready to advance if necessary.  
  • A fire elemental that can safely move through the azers' space 
  without harming them (see its Fire Form trait). It attempts to 
  move through every adventurers' space to set them aflame.  
   
  Southern Minions. These minions are meant to push the 
  adventurers northward to Halaster and stop them from escaping 
  to the south.  
  • A fire giant lumbers up from the south, aiming to pressure the 
  adventurers into heading north so that they might activate the 
  fireball trap on the bridge. If she was not slain, this giant is 
  Emberosa from Level 14; otherwise, the giant is the sole 
  survivor of the adventurers' rampage and Halaster's wrath.  
  • Four constructs carved in the likeness of Halaster pepper the 
  adventurers with arrows from Area 9. They are archers but 
  count as constructs, and have immunity to both psychic and 
  poison damage, as well as the poisoned condition. Should the 
  party storm Area 9, one of the constructs opens the double 
  door (see Area 9, Level 15), activating a random elder rune 
  that affects all creatures in the room. If Halaster's rune is 
  drawn, the pillars also emit a prismatic spray (DC 22) that 
  targets all creatures within Area 9.  
   
   
   
  
   
  264 
  Halaster's Tactics. The Mad Mage employs these tactics, in 
  addition to his normal ones: 
  • Halaster opens up with a chain lightning spell that should 
  teach the adventurers just how very badly they've screwed up. 
  • Halaster has prepared feather fall and investiture of flame (see 
  XGE) instead of arcane lock and knock.  
  • If he has it prepared and isn't concentrating on another spell, 
  Halaster drops a cloud of daggers to shore up a 5-foot-area, 
  should one of his northern minions die.  
  • As a last resort, Halaster attempts to destroy the bridge with a 
  dispel magic spell, cast via a Legendary Action. He adds a +7 
  bonus to his ability check and must succeed on a DC 18.   
   
  Victory. Should Halaster be defeated, the party will find no 
  further traps to harry them. However, if the death tyrant 
  Netherskull is not already dead, it may strike as they make their 
  way out of Level 15.  
  Repeat Ad Nauseum. If you'd like to insert more battles with 
  Halaster into your story without actually using precious in-
  game time for it, narrate that over the course of the next several 
  weeks or months, the party is just repeatedly conjured by 
  Halaster for battle after battle. Often he conjures them to the 
  dark depths of Undermountain, but he also ambushes them on 
  the surface: at their inn, while they're getting a haircut, at a 
  carnival in which he challenges them to a ring toss, and more. 
  No matter what, it seems they cannot escape his shadow. Each 
  time, they emerge victorious; each time the Mad Mage returns, 
  more frenzied than the last—until there comes a period in which 
  he does not bother them. That's when you begin Round 3, the 
  final encounter, below.  
   
  ROUND 3: MAXIMUM INSANITY 
  Like a scorned toddler, Halaster has deigned to take out his fetal 
  rage on the entire world—by knocking Stardock out of orbit and 
  crashing it into Waterdeep. There upon the asteroid's craggy 
  surface, the party must defeat Halaster to spare the world an 
  extinction level event. 
  Jhesiyra's Intervention. Unlike Round 2, it isn't Halaster 
  who conjures the adventurers, but Jhesiyra herself. Although 
  she is no saint, she cannot abide the Mad Mage's lunacy any 
  longer—especially since the asteroid is aimed at Waterdeep 
  itself and will destroy most of Undermountain.  
  Halaster's "Plan." The Mad Mage has lost himself to 
  insanity. He would rather destroy his toys than let others play 
  with them. Alas, he cannot crash an asteroid on his own and 
  required additional magi. Eager to see this carnage wrought 
  upon the world, fiends of all stripes have volunteered for this 
  effort. These co-conspirators care little for their own self-
  destruction, for they shall return to the Lower Planes where they 
  will be lauded as heroes. Even Halaster is unconcerned, as he's 
  certain the Knot in the Weave will survive to resurrect him in 
  the collapsed remains of Undermountain. 
  Stardock Inhabitants. Halaster neglected to tell the dragons 
  and githyanki of his plans, but they've discovered them anyway. 
  His fiendish army proved too much to handle, and so they fled 
  through the gateway leading to the Crystal Labyrinth and 
  hopped into the pits that empty out into the Astral Plane.  
  Map. This encounter requires the Level 16 map.  
  1. THE END IS NIGH 
  When Jhesiyra conjures the adventurers, they begin in Area 
  19A, which is strangely empty. Noises—almost religious in 
  nature—can be heard from Area 20. Read the following: 
  Once again, you've been ripped away from your well-
  earned rest. It does not surprise you that the Mad Mage 
  lives again—but what does surprise you is the tone of this 
  most recent kidnapping. There's a distinct lack of… 
  chicanery. A reek of desperation hangs heavy in the air, 
  heavy in your mind. The chamber you stand in is 
  familiar—and you realize that you aren't on Toril 
  anymore, but back on the orbiting asteroid you visited 
  long ago. Inertia rocks the asteroid and your stomach.  
  It's while you're holding onto your lunch that a voice 
  visits your mind. It whispers, "The Mad Mage! His fetal 
  rage will cost the very world! He's knocked the asteroid 
  from orbit and is aiming it at Waterdeep! At Toril itself! 
  Murder is the only solution left to us! Go, go now! GO!"  
  The doors fly open, revealing the swollen mass of the 
  blue planet below—and it's getting closer. At the docks, 
  Halaster Blackcloak watches, his arms spread out as if to 
  embrace this wanton destruction. Countless creatures so 
  horrid that they can only hail from the deepest of Hells 
  crawl along the docks, supplicating themselves in worship 
  of the imminent destruction and perhaps even Halaster 
  himself. 
  A throng of fiends stand between the adventurers and Halaster, 
  described below, but only a few involve themselves in combat; 
  the others must give their lives to propel the asteroid. The Mad 
  Mage stays until the adventurers cut a path to him, after which 
  he simply steps off the dock and winds up on the inverted side 
  of the asteroid's gravity plane. He then runs onto Stardock's 
  bottom, where other fiends continue their diabolical ritual.  
  Fiends. Devils, all giddy with excitement, inhabit Area 20 
  and protect Halaster at all costs: an ice devil, two bearded 
  devils, four spined devils, and a blue abishai. They employ the 
  following tactics: 
  • The ice devil engages the adventurers in melee combat but it 
  first raises a wall of ice to protect Halaster, closing off the 
  southeastern dock.  
  • The spined devils rain tail spines from above.  
  • The two bearded devils rush the intruders. 
  • On its first turn, the blue abishai casts greater invisibility and 
  launches into the air. On its second turn, it unleashes a chain 
  lightning spell and a cone of cold on the third.  
   
  Halaster's Tactics. Halaster spends this encounter layering 
  defensive spells on himself. He already has mage armor and 
  mind blank. His first turn is spent casting fire shield and his first 
  Legendary Action is used to cast mirror image, if he has it 
  prepared. He flees after two rounds or when a foe reaches him.  
   
   
  
   
  265 
  Halaster's Rebuttal. When the party confronts Halaster, read 
  the following: 
  Halaster turns around slowly as the asteroid enters Toril's 
  fiery atmosphere. If he's surprised to see you, he doesn't 
  let it show. He shouts, "Sometimes, my friends, the only 
  way to win the game is not to play! This time, the only 
  way is to throw it all out: the game, the baby, the 
  bathwater! All of it! Lest we find ourselves trapped in this 
  endless cycle of duels and death, until at last I triumph 
  over you! But that would be madness! That would be 
  mad!" 
  The Mad Mage raises his arms to welcome this 
  destruction. He looks like a doomsday prophet that has 
  graduated into becoming the very messiah whose fiery 
  arrival he foretold.  
   
  2. CHASING MADNESS 
  Chasing after the Mad Mage, you step off the docks and 
  let gravity reverse itself. What you see on the asteroid's 
  underbelly can be described only as a Golgotha strewn 
  with the tattered corpses of creatures so hellish, not even 
  the most astute demonologists could categorize them. One 
  behemoth towers above them all: a two-headed demon 
  whose whip rains black blood. Its wolf head snarls at you 
  and its ophidian counterpart declares, "In the name of 
  Demogorgon, this world must burn!"  
  A frail figure clambers onto the demon's shoulder: 
  Halaster. He shouts, "Don't worry! There's plenty more 
  where that one comes from! Whole universe is full of 
  'em!"   
  On Stardock's underbelly, a horde of demons have just finished 
  slaughtering each other, for every death is a well of power that 
  Halaster can draw on to propel the asteroid. Only one demon 
  has emerged from this bloody and gratifying conflict: a 
  molydeus (see MToF for lore) upon whose shoulder rides the 
  Mad Mage. The demon's infernal weapon is a whip, signifying 
  its service to Demogorgon, the Prince of Demons. Wounded in 
  its bloody conflict, it has only 140 remaining hit points.   
  Halaster's Tactics. After his first turn, Halaster uses a 
  Legendary Action to cast fly and flees to the top-side of 
  Stardock. If he is reduced to 101 or fewer hit points, he leaves 
  at the next available opportunity.  
   
  3. INSANE IN THE MEMBRANE 
  Fiendish corpses litter the asteroid, all aglow in the light 
  of Halaster's personal rune. It takes little effort to 
  understand that their lives, temporary as they are, were 
  expended to propel this asteroid into the unsuspecting 
  world below. Flames lick at an invisible dome of force 
  surrounding the asteroid, preventing it from burning up in 
  the atmosphere. A coastline rushes in to meet you, and 
  with a sickening clarity, you recognize it as the Sword 
  Coast.   
  You hear nothing but the screams perpetuating 
  themselves in your mind, perhaps planted there by the 
  Mad Mage… perhaps not. Over the asteroid's curvature 
  you run, until you see him there, waiting for you. At his 
  side are two yugoloths: a vulpine creature clutching a 
  glowing tome, and a green-skinned brute fondling a 
  bloodied greataxe.  
  "You should've known!" comes the Mad Mage's voice, 
  flung out like uncaring dice across a tabletop. "You 
  should've known I am nothing more than a sore loser! A 
  sore loser armed with more and better spellcraft than any 
  mortal that has ever walked these planes! Can you think 
  of no better end than this?" 
  With his fortune expended on this ridiculous effort, the Mad 
  Mage has had to go on credit with his most favorite retinues: 
  yugoloths. Too many, however, are wise to his tricks and only 
  his chief-most confidants, both of whom have also fallen prey 
  to the seductive influence of the Knot in the Weave, have 
  decided to join him: an arcanaloth and a nycaloth. If they were 
  not slain, the former is the headmaster of Dweomercore; the 
  latter is Raxxus, the executioner of Fazrian the planetar.   
  Tactics. The yugoloths employ these tactics: 
  • The nycaloth is already under a spell of mirror image. On its 
  first turn, it teleports into the fray to strike at the weakest foes 
  and continues to harry them until they reach Halaster. It does 
  not land, but instead strafes its targets.   
  • Should a creature come under a powerful or necessary spell 
  (such as fly, to keep after Halaster), the nycaloth flies over 
  and casts dispel magic.  
  • The arcanaloth has already used its 8th-level spell slot to cast 
  mind blank on itself. It reserves its reaction for counter-
  spelling any counterspells used on Halaster or itself. It opens 
  up with a chain lightning spell and uses a finger of death spell 
  to finish off a weakened foe.  
   
  Halaster's Tactics. Halaster has already cast fly upon himself 
  and devotes his concentration to it. Use his general tactics 
  thereafter. He fights to the death, believing that the Knot in the 
  Weave can and will ensure his resurrection. 
   
  JHESIYRA'S SACRIFICE 
  If Halaster is slain, his hold over Stardock vanishes. Jhesiyra 
  imposes all her will on it and causes it to explode within the 
  atmosphere, sparing countless lives—at the cost of her own. 
  Her last breath is also spent spiriting the adventurers back to 
  Waterdeep where they can see the asteroid shatter.  
  Permadeath. Despite believing otherwise, Halaster cannot be 
  resurrected outside Undermountain. Not even the Knot in the 
  Weave can extend its influence into the upper atmosphere, let 
  alone outer space. 
   
   
  
   
  266 
  TIME IS A WHEEL 
  Within this encounter, Halaster leads the adventurers back to 
  Level 1, Area 27, the Hidden Demiplane he may have first met 
  them in so long ago. As they will discover, the rift they chased 
  him through crossed not only space, but time itself. They have 
  turned back the clock to that fateful day they met Halaster. 
  If your party didn't visit that location, or they first met 
  Halaster elsewhere, you can still reshape these events to better 
  fit your story. So long as a past- and present-Halaster faces the 
  adventurers, you're golden. 
  This encounter is a lesson in the dangers of chronomancy, as 
  the adventurers will soon learn. Read the following when the 
  adventurers follow Halaster: 
  Through the rift you go, hungry to strike down that 
  flippant, fleeing wizard. Where you emerge is a gray and 
  gloomy realm you've seen before: a demiplane where you 
  first met the Mad Mage. And there he is, lounging on his 
  plush chair, reading a novel. A freestanding wall holds a 
  portrait of Halaster, which seems to grin crazily at you.  
  The wizard looks from his tome and smiles. "Well, don't 
  just stand—" His smile flattens, and his eyes take on a 
  hard look. "Oh, it's you. You're not my problem yet. Take 
  it up with this buffoon." The Mad Mage gestures to the 
  portrait on the wall—which melts, becoming an empty 
  frame. The pool of ichor that fell out forms itself back into 
  the true Halaster Blackcloak. "Let's dance!" he shouts, 
  brandishing his scepter! 
  When the adventurers arrive, the younger Halaster is already 
  there, reading The Adventurers of Huckleberry Sahuagin. He 
  seems unconcerned when a future version of himself storms in 
  with a band of adventurers at his heels. The party can then 
  resume their fight with Halaster, now that he's stepped out from 
  his portrait.  
  Past-Halaster. If Halaster is bruised, he blackmails his past-
  self into helping him. This Halaster Blackcloak has all his hit 
  points and spell slots, but only casts cantrips or magic missile 
  (at any level). Only if he himself is in danger will he use his 
  meaner spells.  
  When Present-Halaster solicits his past-self, read: 
  As you lay waste to the Mad Mage, his past-self jeers 
  from his plush chair. "Yeah, you get him!"  
  On the heels of an arcane flourish, Present-Halaster 
  snarls, "Get in here and help me, you daft fool!" 
  "Now why would I do that?" 
  "I know your every skeleton—enough dirt to fill a 
  grave! I'll tell Tas all about the—" 
  Past-Halaster gasps, "You wouldn't!" 
  Present-Halaster shrugs, "Won't be me that has to deal 
  with the fallout—you'll have already cleaned it up for 
  me!"  
  Balling his fists, the past-Halaster grumbles, "Fine, you 
  blackmailing-bastard, fine!"  
   
  PARTIES OF FUTURE PAST 
  Amidst your mythic battle, the Past-Halaster cocks his ear 
  and demands, "Shhhh! I think I hear them!" 
  "'Them?'" shouts Present-Halaster. "Who?" 
  Past-Halaster gestures at you. "Them!" 
  "Oh god," Present-Halaster mumbles. He looks to you 
  and says, "Quick! Hide! If your past-selves see you, it will 
  destroy everything!" 
  Past-Halaster snorts. "No, it won't." 
  Present-Halaster grins sheepishly. "Okay, it won't, but 
  it will scramble your brains—and I just can't handle the 
  paperwork right now! The Chronomancer's Union's 
  already on my ass!" 
  At the end of the first round of combat, the party's past-selves 
  discover the Hidden Demiplane on Level 1 of Undermountain. 
  The present-adventurers can't risk being seen by their past-
  selves, as it will inflict tremendous damage to their past-
  psyches—damage that ripples out to the present, harming them 
  now in their battle with Halaster. When the past-adventurers 
  enter the demiplane, read the following:  
  The Mad Mage squeals, "Eek!" and literally dives into the 
  empty portrait on the freestanding wall. As if driven by 
  animal instinct, you hide behind the furniture of this 
  gloomy realm. A rift opens and familiar voices echo 
  throughout the demiplane. 
  "Well," says Past-Halaster, "don't just stand there like a 
  boob. Three questions of this lair you can ask; twice will 
  the answer be true, and once false. And be quick about 
  it—the show must go on!" 
  Good gods above, it's so eerie, so familiar, so hollow. 
  Was the Mad Mage always referring to you in this 
  moment when he said "the 'show' must go on?" Was he 
  always just trying to hurry you along while, outside your 
  periphery, future titans battled it out for the fate of 
  Undermountain? 
  You can't help but nurse a need to see yourself, not as 
  you are but as you were. That need grows and grows into 
  an insatiable hunger that drives you towards the wall's 
  edge. You inch forward until at last you can behold 
  them—you. You, so naïve, so young and so unbroken, 
  unaware to the horrors ahead and blind to the chains that 
  have always been locked firmly around your neck. Time 
  is a wheel, indeed.  
  Any character that doesn't take the Hide action and succeed on 
  its DC 17 Dexterity (Stealth) check is glimpsed by their past-
  self while conversing with Past-Halaster. This sight is 
  immensely traumatic. The past-self has no choice but to 
  compartmentalize the trauma of seeing their future-self and 
  kicks the can of that trauma down the road, inflicting 22 (4d10) 
  psychic damage to the present-character. Thereafter, the 
  present-character suddenly remembers that they did already see 
  their future-self back then. Time has come full circle.  
   
   
  
   
  267 
  If a character currently in the party was not there when the 
  original party first met Halaster here on Level 1, they've less to 
  fear. They cannot be harmed, but can minorly harm their 
  comrades that were there in the past. If the party met Brad the 
  Bold on Level 10, weeks after meeting Halaster, but now see 
  him in the past, the same trauma that would have occurred for 
  being seen by a past-self echoes out again. This trauma inflicts 
  5 (1d10) psychic damage to others. 
   
  THIS IS THE SOUND OF THE POLICE 
  After hiding from their past-selves, the adventurers must listen 
  to Past-Halaster give the same speech he gave to the party so 
  long ago. Just after the past-party leaves, a golden rift opens up 
  within the demiplane, out which steps a Timeline-Enforcer 
  named Kolidas Anderius. He's been sent to arrest the Mad Mage 
  for screwing around with chronomancy again. Kolidas is not 
  human, only humanoid; in fact, his race is so utterly alien that a 
  mortal of the Material Plane can't even recall what the mage 
  looked like; they can only liken him to an "authority figure."  
  Read the following when Kolidas appears: 
  A rift of golden hues roars into existence and out steps a 
  man—a creature—whose eyeless face mutes your very 
  mind. It may as well be a grey, humanoid-shaped blob. 
  All you can recall is that this authority figure flashes a 
  brass badge. 
  "You've done it this time!" the authority shouts. "This 
  is your third-strike, Halaster!" 
  "Kolidas?" shouts the Mad Mage. 
  "Anderius?" adds the past-Mad Mage. 
  "The very same!" agrees the present-Mad Mage.  
  "We warned you to stop screwing around with 
  timelines, H.B.! The Chronomancer's Union has called 
  you to court! Get in the rift. All of you—yes, all of you—
  are to face justice." 
  The Mad Magi squint at this alien officer of the time-
  court and one shouts at you, "Get him!"  
  The adventurers have the opportunity to side with the Halasters, 
  lest they all be brought to face justice in the Chronomancer's 
  Court. After a round of combat, Kolidas teleports through the 
  rift, leaving them. If the adventurers pay Kolidas no heed, 
  Halaster teleports out of the demiplane, waiting for the party in 
  your next chosen encounter.   
  Kolidas has the statistics of a LE archmage with slow and 
  haste prepared instead of fly and identify. He considers all 
  parties guilty, including the adventurers, and stops at nothing to 
  take them into custody. He won't aid the adventurers against 
  Halaster. He flees when reduced to 25 hit points or less. 
  AREAS OF NOTE 
  The following areas are of note:  
   
  1. NO RETREAT 
  The Mad Mage's last gate flashes with violet energy, 
  vomiting you out onto the cold, marble floor. There is a 
  chill in the air, a miasma that drifts out from the now 
  inactive gate. The sigil above has gone dark and Halaster's 
  stony visage bears a lunatic's grin. Its eyes look towards a 
  nearby statue of himself, his stony fingers curled into 
  talons like the vulture he is.  
  Frescoes line the wall, each depicting the Mad Mage 
  performing mundane tasks: stretching and yawning; 
  juggling rods; sweeping the floor; making a grand escape 
  from a straitjacket; doing handstands; and shadowboxing. 
  His chicanery is on full display here—and you would 
  expect nothing less in this mad wizard's lair.  
  There is no escape. You know that and it does not scare 
  you. That truth dawns on you with little fanfare—and with 
  it comes this realization: the day has come at last. You've 
  dreamed of it, dreaded it. Not a single soul can truly 
  understand for how many years Undermountain has 
  languished under the Mad Mage. It's impossible to know 
  how many lives have been lost or ruined by Halaster's 
  chicanery. There's but one certainty: you are not the first, 
  but you will be the last to suffer by his hand. 
  The day has come finally to kill Halaster Blackcloak. 
   
  A WELL-NEEDED RESPITE 
  If you're utilizing the variants used throughout this chapter, the 
  adventurers will need a long rest—which those variants assume 
  they'll have. Before they leave, Halaster's voice booms, "Take 
  a rest! You'll need it!"  
  Thanks to chronomancy spells placed by Halaster, the party 
  can achieve their long rest within minutes. However, the statue 
  here in Area 1 can still selectively counterspell the party, so as 
  to put a stop to any hijinks they might attempt now that they've 
  been gifted time to rest.  
  Push it to the Limit. As described in Quick Notes, this should 
  be the last long rest the party achieves in the campaign. Halaster 
  stops at nothing to prevent them from scoring another one.  
   
  HALASTER'S JUKEBOX 
  Throughout the Mad Wizard's Lair, music is belched out from 
  every hall and from under every tile. When the adventurers first 
  enter, they hear Apocalyptica's cover of Hall of the Mountain 
  King. 
  You can add further songs, including songs with lyrics 
  (which are normally avoided in tabletop games for how 
  distracting or ill-fitting they are), as all this music is in-game, 
  being played by Halaster himself.  
   
   
  
   
  268 
  Halaster's Top Ten. Listed in Halaster's Game, several 
  songs are recommended as your campaign's theme song. You 
  may be interested in playing any or all of them right now: 
  • Apocalyptica's Hall of the Mountain King  
  • Blues Saraceno's Run On For a Long Time  
  • Ennio Morricone's Rabbia E Tarantella  
  • The Cosby Show's theme song.  
  • Blondie's One Way or Another  
  • Benny Goodman's Sing, Sing, Sing  
  • DJ Day's Four Hills  
  • Seatbelt's Tank! (Cowboy Bebop theme)  
  • Ousiodes' Arcadia 
  • Gary Jules' Mad World 
   
  2. REVERSED LIBRARY 
  You come upon an upside-down library whose gravity has 
  so clearly been screwed with. Bookshelves teem with 
  ancient tomes, some floating in the empty air, opened on 
  their spines. Behind a desk stands a high-backed chair 
  wreathed in the shadows spat out by a cold but roaring 
  fireplace.   
  If this den seems familiar to the adventurers, it's because it is: 
  on Level 1, the Companion changed A13, into an upside-down 
  den. It's an exact copy of this chamber, except for the desk.  
  Optional Twist. If you're using an optional twist, plant one 
  (or all) of the following tomes in the bookshelf or on the desk. 
  • If you're running The Dark Tower, the tome is On the Nature 
  of Alternate Realities by Richard Bachdwarf.  
  • If you're running Halaster's Game, instead of a tome, a ratings 
  report is on the desk, describing that this "season" is the 
  highest-rated, most-watched ever.  
  • If you're running Ground-Mage Day, the tome is a collection 
  of plays. Woodchuck's Omen is bookmarked, a story in which 
  a wizard finds himself trapped in a time-loop. If this is too on 
  the nose for you, consider instead What the Chronomancers 
  Don't Say. 
  • If you're running Puppet on the String, the tome is instead a 
  loose diary page. Most of the chicken scratch is illegible, but 
  the reader can make out, "Melair could not leave either. It 
  called to him. Kept him here. Would not let him leave. This 
  was his tomb long before he ever died. Only Marambra 
  managed to break free… but no one else. Arcturia, Trobriand. 
  Will I succumb to the addiction? Have I already? And what 
  of Jhesiyra?" 
   
  3. TALKING HEADS 
  Cringing at what you expect can only be another trap, you 
  push open the door upon a sight most macabre: shelf after 
  shelf lined up with heads lined up in jars. And, to your 
  horror, they're alive. Alive and talking. One of these 
  heads, a human's, pipes up: "Heads up, fellas," he says—
  eliciting an avalanche of groans—"We've got new 
  guests!"  
  Channel Futurama when presenting this area, which it certainly 
  is an allusion to. To enumerate every head here would be 
  tedious; to craft several new characters for this social encounter 
  would also be tiresome. Instead, place characters that the 
  adventurers have already met—and perhaps even killed—in 
  this area. Yes, that's right: Halaster has decapitated these 
  corpses and filled them with a foul mimicry of life.  
  OPTIONAL TWIST 
  The following optional twists can affect this area: 
  The Dark Tower. If you're running this optional twist, some 
  of the heads have recently spoken with alternate versions of the 
  adventurers from other realities. For example, after being asked 
  a question, a head might remark, "Didn't you hear me an hour 
  ago?" 
  Halaster's Game. If you're running this twist, or already 
  operating under it, the heads often provide interviews for the 
  show, detailing their encounters with the party, the Mad Mage, 
  or Undermountain. For example, if the head belongs to 
  Sundeth, the half-ogre that commanded Skullport under the 
  Xanathar Guild's banner, he might detail his run-in with the 
  adventurers: "Now, when the contestants arrived, I just thought 
  it was another boat of adventurers. Boy, was I wrong. I don't 
  particularly enjoy ruling with an iron fist, but it's necessary 
  sometimes… They didn't see it that way, as you can tell."   
   
  4. HELMED HORRORS 
  The helmed horrors here are carved in the likeness of Halaster 
  himself. Anticipating their visit, he has magically suited each 
  horror's Spell Immunity trait to protect against the adventurers' 
  favorite spells—so determine this ahead of time.  
  Additionally, the helmed horrors can speak short phrases in 
  Common, as demonstrated below. Read the following:  
  From within the darkness, you hear a creaking whisper: 
  "They have come… at last." 
  "At last," murmur five more voices, each ringing out 
  with the echoes of drawn steel.  
  Now you see them, floating there in the alcoves: 
  crimson suits of animated armor whose helms are carved 
  in the likeness of Halaster himself.   
  With a shiver, each of these helmed horrors lift their 
  arms, growing a blade of crimson steel from their wrists.  
  "At last," they murmur in unison, "Our purpose is 
  complete." 
   
  OPTIONAL TWIST 
  If you're running one of the optional twists described in this 
  chapter, the helmed horrors cryptically hint at it. Use the 
  dialogue below:  
  The Dark Tower. The horrors hint at the existence of 
  alternate realities. The last two of these quotes are from Stephen 
  King's Dark Tower series. Reward a player that can identify 
  them as such with inspiration.  
  • "You come again, only slightly less than the last. Are we to 
  believe this time will be different?" 
  • "You again. Let us clash as we have in our fondest times."  
  • "We were worried you would never return. Dance." 
  • "All is forgotten in the stone halls of the dead. These are the 
  rooms of ruin where the spiders spin and the great circuits fall 
  quiet, one by one…" 
  • "Go, then… There are other worlds than these." 
   
   
  
   
  269 
  Halaster's Game. You can use these quotes even if your 
  campaign already uses the Companion's game show variant. 
  • "Look, brothers. They've made it. We must be in the season 
  finale!" 
  • After cutting into an adventurer, the horror sheepishly asks, 
  "Might I have your autograph?"  
  • Looking into one of Halaster's spectral eyes, the horror says, 
  "This episode is sponsored by Paethier's Pipeweed: keep 
  blazing, stay amazing!"   
  • The helmed horrors all sing the Dungeon of the Mad Mage 
  theme song 
  • "The show must go on!"  
   
  Ground-Mage Day. The horrors remark about the funny 
  nature of cyclical time and remember each of its cycles since 
  being created.   
  • "Time is truly a wheel, indeed…" 
  • "So it has happened. So it shall again." 
  • "We tire not of our task. Nay, we revel in it." 
  • "Another barge comes every fifteen minutes…"  
  • "Failure is simply the opportunity to begin again. We welcome 
  it. We welcome you." 
   
  Puppet on the String. The horrors, sympathetic to their dear 
  creator, lament over Halaster's torment by the Knot in the 
  Weave.  
  • "The Master's torment is nearly at an end…" 
  • "It courses through us all. Nourishes us. Sustains us. Do you 
  not hear its phantom call?" 
  • "Its seed has already bloomed within you. Try as you might, 
  never shall you leave this dungeon. Never shall you wish to." 
  • "There is a Knot in the Weave—a noose from which we all 
  hang. You feel it, do you not? You feel it around your neck." 
  • "Free him who gave us life. Free him who gave purpose to 
  yours. Free him!" 
   
   
  6. WIZARDLY WARDS 
   
  6A. LIGHTNING PILLARS 
  At last, you come to the first gauntlet laid by the Mad 
  Mage to deter and eliminate intruders: a web of copper-
  plated pillars that spit lightning. You watch arcs of 
  lightning bounce from pillar to pillar, zigging and zagging 
  across the chamber. 
  Between a pair of pillars stretches a forking hallway. 
  What treasures and horrors might those vaults shelter? 
  There's but one way to find out…  
  Although it can only be gleaned by a divination spell or a DC 
  20 Intelligence (Investigation) check, the lightning that surges 
  through the pillars is actually being channeled to Trobriand's 
  Workshop.  
  The Dark Tower. If you're running this twist, the scorched 
  bones of one alternate-self are in the corner, easily noticed with 
  a DC 14 Wisdom (Perception) check.  
   
  6B. ANGELIC SHIELD 
  When a character wields the shield, read: 
  The angelic shield is a comfortable weight on your arm. 
  As you admire its fine craftsmanship—likely forged by 
  the Melairkyn dwarves—a whisper runs up your arteries 
  and into your heart. "What mortal dares bear my weight?" 
  it coldly demands. 
  Roleplaying the Shield. The voice emanating from the shield 
  belongs to a calm but indignant entity—a higher being whose 
  patience has thinned. Draw on any of the following sample 
  dialogue: 
  • "I have languished here for centuries only to be lifted up by a 
  mortal—oh how the mighty fall, indeed." 
  • "My secrets are my own. Deprive me of them if you must, but 
  I will not give them up so easily." 
  • "The Mad Mage is a cunning pest. I would like nothing more 
  than to break free from this prison and teach him the error of 
  his flippant ways."  
   
  Roleplaying the Pit Fiend. If Kastzanedes is ever released, 
  the fiend revels in it. It mocks the party as gullible mortals who 
  have invited themselves to their own doom. As if evil were 
  blood sugar, Kastzanedes' has built up to cartoonish levels and 
  its every word is a cliché.  
  Optional Twist. If you're running a twist, the pit fiend is 
  aware of it. It tells the shield's bearer, "There is a secret to this 
  place, to you. A dark horse that not one of you could even begin 
  to suspect. Alas, I am bound to silence, thanks to the Mad Mage. 
  Together, with my sister shield, we can overcome our bonds to 
  share the truth… Otherwise, this secret is mine alone to bear 
  until magic forces me to divulge it."  
  If Kastzanedes is released, it doesn't divulge the secret except 
  to mock the adventurers mid-battle. It only hints at the truth, 
  reveling in the fact that it's privy to the truth and they're not.  
   
  7. TELEPORTATION PILLARS 
  The cold hallway terminates in a chamber supported by 
  eight black, basalt pillars, each bearing a symbol. It’s the 
  fleshless skull you notice first, directly opposite of you. 
  To its left and right are a kite shield and an open eye. You 
  need not be a wizard to understand their meaning: 
  abjuration and divination magic, respectively. You 
  continue to scan the pillars for their symbols: a painted 
  smirk that can only represent the school of enchantment; 
  a trio of fire, frost, and lightning; the masks of tragedy and 
  comedy; an anvil; and an open palm that seems to beckon 
  creatures from beyond the stars. 
  Perpetually wary for traps, it comes as no shock when a 
  stone mouth sprouts upon the floor. Its nasal voice shares 
  with you a riddle: "A crown festooned my dwarven brow; 
  I rest beneath the mountain now. Who, I ask, am I?"   
  When the adventurers provide the correct answer, the magic 
  mouth returns. Read the following: 
  That stone mouth reappears on the floor to mock you: 
  "Wow, you figured out this barebones, simple riddle that 
  even the most disheveled layman could provide. Feel 
  good? Warm, fuzzy? Like you earned something and 
  weren't just handed it? Like you broke into the Mad 
  Wizard's Lair uninvited instead of what's clearly 
  happening?" 
  Amidst this castigation, the symbols begin to glow 
  bright, psychedelic colors.  
  "Well?" says the stone mouth. "Stand inside and wave 
  your arms about if you want to advance. Melair… Gods, 
  Melair…" 
   
   
  
   
  270 
  8. TELEPORTATION PILLARS 
  Assuming the adventurers are teleported here from A7, read: 
  The chill wind that wound its way about you has delivered 
  you to another basalt-pillared chamber. Expecting to have 
  to put up with the magic mouth's diatribe again, you're 
  relieved when it's absent. The pillars in this chamber are 
  embedded with fist-sized, yellow sapphires. Or, rather, 
  five of the eight are. 
  It's when you see the empty indentations along three 
  pillars that you realize that, unless they're returned, there 
  is no leaving Halaster's lair from this way.   
   
  9. VAULTS 
   
  9A. HALL OF STAFFS 
  It is no secret that the Mad Mage has a fondness for 
  staves—and in this half-collapsed hall, you find countless 
  mosaics that depict staves of every kind: staves of iron 
  and gnarled wood; of frost, fire, even vengeance; staves 
  adorned with pearls from the forgotten depths and staves 
  made from driftwood, kept together only by rope and 
  faith. The one farthest from you depicts a staff crowned 
  with a nest of metal spires, within which lightning curdles.   
   
  9B. DIABOLICAL SHIELD 
  This chamber holds but one treasure: a steel shield cast in 
  the form of a scowling devil's face. Bronze flames wreath 
  the fiend, framing its jagged, sinister face.  
  If your party's resident cleric or paladin happens to serve Tyr, 
  it's incredibly convenient they find one of their deity's servants. 
  You can otherwise personalize Aryx to serve the deity of your 
  choice, but most holy- or god-fearing men would respect the 
  angel, no matter who he serves.  
  Optional Twist. Unlike the pit fiend trapped in the angelic 
  shield, Aryx is aware that the optional twist exists, but has no 
  idea what it is. The Mad Mage has spent many hours, Aryx says, 
  mocking him over it.  
   
  10. ARCANE DISPLAY 
  DotMM misses a great opportunity with the flameskulls here. 
  If any of the Dweomercore students from Level 9 are dead—be 
  it by an adventurer's hand or Halaster's—then they've since 
  been turned into one of the seven flameskulls in Area 10B.  
  The students retain their memories and vendettas. Likewise, 
  they're identifiable by their voices, which, other than taking on 
  a fiery tone, are the same. The skull of Cephalossk, the mind 
  flayer, is the most identifiable, given its abnormal shape.  
  If even one former pupil is present, focus entirely on them—
  and if all seven of Dweomercore's star pupils are dead, all the 
  better. Any other flameskulls aren't worth roleplaying.  
  If any Dweomercore student is present, they might confront 
  the adventurers with the following dialogue. Tailor it to better 
  fit their past interactions with the party, especially if they were 
  slain by an adventurer. 
  • If present, Cephalossk says, "Today I will dine on that which 
  I should have ripped from your skulls long ago!" 
  • If present, Spite Harrowdale complains, "I had it all! Youth! 
  Admiration! The envy of my peers! And you've deprived me 
  of it! Face my fate and despair! At last—I can never die!"  
  • If present, Elan Tanor'thal blithely remarks on the irony of his 
  situation: "My ancestors ruled Skullport long before the 
  skulls came… And when you're nothing more than ash, I will 
  return there to take back my birthright." 
  • If present, Skrianna Shadowdusk mentions the portal her 
  family opened on L22: "Even now I still hear the whispers… 
  The door may be closed, but they can still peer from the crack. 
  You can hear them too now, can't you?" 
  • If present, Nylas Jowd laments, "I am what I made. And what 
  I made could never be satisfied again. Suffer with me!"  
  • If present, Turbulence and Violence shout a duet. Turbulence 
  shouts, "The Headmaster promised things would change for 
  the better." Violence snarls, "Then you arrived!"  
   
  Skullport. If you ran the Return of the Thirteen questline 
  included by the Companion in the Skullport chapter, the 
  adventurers should be familiar with the flameskulls that once 
  ruled Skullport. The seven skulls here could be members of 
  ruling Thirteen instead of the Mad Mage's former apprentices 
  or students. This could go to explain how Skullport came to be 
  under the Xanathar Guild's rule. 
  Running with this idea, you can up the number of flameskulls 
  here to Thirteen, but structure it into a wave assault: two waves 
  of four skulls attack, one after the other, then a wave of five.  
  It seems that the Mad Mage has pressed the Thirteen into 
  service. They cannot return to Skullport until the party is 
  defeated here. One might even remark, "We have always known 
  the price of duty… Never have we been forced to ignore it until 
  now. Because… Because of you."  
   
  11. TROBRIAND'S WORKSHOP 
  Demotivational posters decorate Trobriand's workshop, as 
  described below. The author of the Companion—that's me—
  did not come up with these himself, so don't give that bastard 
  any of the credit.  
   
  11A. WORK IN PROGRESS 
  The doors to this workshop are well-oiled; they swing 
  open without even the barest squeak.  
  Work benches line the walls and scrap metal is piled 
  everywhere in unorganized heaps. Grim, sarcastic, 
  animated posters line the walls. In one, you see a salmon 
  leaping up a waterfall—right into the jaws of a grizzly 
  bear. The caption reads, "Ambition: The journey of a 
  thousand miles sometimes ends very, very, badly." After 
  a moment, the animation resets.  
  Another poster shows a line of slaves pulling blocks of 
  stone towards a half-built pyramid. The caption reads, 
  "Achievement: you can do anything you set your mind to 
  when you have vision, determination, and an endless 
  supply of expendable labor." 
  The posters go on.  
  Looking about, this seems familiar. The metal, familiar. 
  You've seen this handiwork before, ten floors up, in 
  Trobriand's Graveyard. Surely, this is the workshop of the 
  Metal Mage.  
   
   
   
  
   
  271 
  11B. SCALADAR 
  Scaladar! The name is on your tongue as if their creator 
  wanted all to know of his invention! The metallic 
  scorpions descend upon you, their stingers crackling with 
  arcs of lightning! 
  Behind them, you can't help but notice, is another one 
  of those bleak posters, this one depicting a sinking ship. 
  The caption below reads, "Mistakes: it could be that the 
  purpose of your life is only to serve as a warning to 
  others." 
   
  11C. TROBRIAND'S BODY 
  Look, do you really think that Trobriand would leave his body 
  unguarded and unwarded? The archmage has instead cast an 
  antipathy/sympathy spell (DC 17) upon the door that activates 
  the moment a creature attempts to push it open.  
  The following text assumes the adventurers are familiar with 
  Trobriand's likeness. Adjust accordingly.  
  Lying upon a stone slab is the body of a wizard whose 
  beard is the color of rusted iron. On his left index finger 
  is an elaborate ring carved in the likeness of a scorpion.  
  It's only after a brief pause that you realize the comatose 
  wizard lying there is none other than Trobriand himself—
  the so-called Metal Mage, the apprentice of Halaster 
  Blackcloak.  
  As you approach, wary for traps, an emotionless voice 
  recites a message that booms from above: "Body in stasis. 
  Please confer with host golem. Please vacate the 
  premises. Body in stasis. Please confer with…"  
  The Elite Four. If you're running this variant, the body of 
  Trobriand is protected by a wall of force that only Trobriand or 
  Halaster can dismiss, although it can be destroyed by a 
  disintegrate spell.  
   
  13. THE METAL MAGE 
  Lightning screams in the distance, washing the dungeon 
  in an azure glow. A door opens on its own accord, 
  revealing an iron golem whose chiseled skull is as 
  fleshless and macabre as a real one. The construct strokes 
  its offhand and emits a cold voice: "I have waited for this 
  day. To think my place in the Seven could be threatened 
  by someone as fragile as you." 
  Behind the golem, twin iron-plated pillars hum with 
  power, clouded by a strange miasma that instills within 
  you a spiritual malaise. This is no mere construct, you 
  realize, but a vessel.  
  The golem's hand curls into a fist, within which 
  lightning curdles. The energy leaps from its knuckles, 
  empowering its entire frame. That cold voice declares, 
  "Face the wrath of Trobriand, mortals! Behold the 
  triumph of machine over man!"  
  Roleplaying Trobriand. An anti-socialite that has always 
  preferred machines over men, Trobriand is a heartless shut-in. 
  The recent transference of his spirit to his new body has done 
  little wonder for his flimsy humanity and emotional capacity. 
  Only self-interest and indignation remain. In his one-track 
  mind, once an acceptable solution has been found, there's no 
  reason to look for another. 
  Older modules and materials have shown that the Metal Mage 
  has long sought to usurp his master. The Companion follows 
  suit. Paint him as an impotent, would-be usurper waiting for his 
  moment—and this is his moment. At your discretion, he parleys 
  with the party, offering to side with them against Halaster—an 
  act of treason that earns Arcturia's scorn. Secretly, Trobriand is 
  in love (or obsessed) with Arcturia, who is deeply in love with 
  the Mad Mage. Perhaps this is what drives his treason. Perhaps, 
  in his one-track mind, if Arcturia will not love him as he is now, 
  she may love him if he becomes Undermountain's new master.  
  As an Ally. If Trobriand does side with the party, Arcturia 
  does not rest until he's dead. This is, admittedly, a big can of 
  worms to open up on your end, as the DM, as they would 
  suddenly have an iron golem at their side. Trobriand does, 
  however, betray the party once Halaster is dead, as is his nature.  
  Tactics. Trobriand employs these tactics in battle: 
  • On his first turn, Trobriand casts haste on himself, enjoying 
  the barrage of Longsword attacks he can unleash.  
  • Once he's been wounded—likely on his third or fourth turn—
  Trobriand casts incendiary cloud, centering it on himself. Not 
  only does this inflict up to 10d8 damage on his foes, but it 
  heals him for that much, thanks to his Fire Absorption trait. 
  He intentionally fails the Dexterity saving throw imposed by 
  the spell.  
  • While in the body of a golem, Trobriand uses his reactions to 
  cast counterspell.  
  • If foes try to leave the room, Trobriand casts chain lightning 
  if the spell can reach them. The spell does not specify that it 
  cannot round corners between jumps.   
   
  Round 2. If his body was not destroyed, Trobriand makes a 
  thunderous return three rounds later, once his spirit has been 
  ejected from the golem. His tactics change during this phase:  
  • Trobriand gets three turns to prepare for his thunderous return 
  to battle. First he casts greater invisibility on himself; with 
  his movement (after standing up from being prone) he can get 
  to Area 11B. On his second turn, he Dashes to get to just 
  outside of 11A. On his third turn, he takes the Ready action 
  to cast chain lightning when the first adventurer comes from 
  the hallway to Area 13.  
  • On his fourth turn, Trobriand snaps out a power word kill. The 
  gloves are off now; he knows that this is life-or-death.  
  • While in his fragile body, Trobriand uses his reactions to cast 
  shield spells.  
  • If he needs to gain cover, Trobriand retreats to Area 11A and 
  closes the doors.  
  • If the adventurers do not leave Area 13, Trobriand kicks open 
  the doors (if they're not already open) and unleashes either a 
  chain lightning or fireball spell cast up to 8th-level, if 
  possible.  
  • When at Death's Door, Trobriand sputters, "It needn't be this 
  way! We can usurp the Mad Mage together!" (Trobriand is 
  earnest, although there can be no peace between them so long 
  as The Elite Four is being ran.)  
   
   
   
  
   
  272 
  THE ELITE FOUR 
  If you're running this variant, Trobriand is strangely absent 
  from this area until the party's teleported here by Halaster, so 
  that he can't be killed prematurely.  
   
  16. BROOM ROOM 
  When the adventurers enter this room, the brooms, which are 
  animated and can speak, but not attack, are performing a play 
  of your choosing. Singing Be Our Guest from Beauty and the 
  Beast is also appropriate.  
  If there are any items you're itching to give your party, such 
  as a lost memento, or a MacGuffin, here is a rather anticlimactic 
  place to leave it.   
  The Dark Tower. If you're running this twist, then a 
  nonmagical weapon belonging to one of the party members is 
  among the brooms. It is an exact copy of their weapon, down to 
  the last detail. It cannot be a weapon the adventurer lost, as 
  they'll assume that the Mad Mage simply retrieved it.  
   
  17. ARCTURIA'S COURT 
  It shouldn't surprise you to hear music in this lair, but still 
  it sends shivers up your spine—and it's because there's no 
  warmth in it. You never thought music could be cold. It's 
  as if all of winter opened its throat to sing.  
  When you throw open those doors to this atelier, you 
  note first the swarm of butterflies plucking at a harp. All 
  together, they vaguely resemble a humanoid. It's the 
  animal-headed servants you see first, each brandishing 
  blades or feather dusters. These freaks number six in all: 
  one with the head of a dingo, another with an iguana, 
  and—if you can believe it—a stork; others bear the heads 
  of a shrew, an aardvark and a macabre head that can only 
  belong to a moth.  
  At the center of it all is a blue-skinned woman adorned 
  with gossamer wings. Lifting up her skirts, she dances 
  gaily upon a pedestal. Her fingers are tipped in claws and 
  bone spurs jut from her forearms and elbows. It's only 
  when you smell the rot do you realize she's a gussied-up 
  lich that has cheated the skeletal disfigurements such 
  undead are forced to bear.  
  Roleplaying Arcturia. As mercurial as her magic, Arcturia 
  has a volatile temperament. She can fly into a rage just as easily 
  as she can relax to fine music. If she decides to betray the 
  adventurers, her attack is as sudden as it is treacherous.  
  Of the Seven, Arcturia has always been the most devoted to 
  Halaster. Older modules and materials even imply that she 
  loves him. Embracing this tidbit, the Companion suggests 
  roleplaying her as an unrequited admirer, one perpetually 
  envious of the few individuals Halaster cares for, such as 
  Tasselgryn Velldarn (the archmage of Skullport, whom he oft 
  visits) or even the adventurers, who he gives so much of his 
  attention—especially if Halaster has gone on and on about how 
  he expects one to become his newest apprentice.  
  With no one else to find true companionship with, Arcturia 
  has bonded with the many mimics that lair in this atelier of hers. 
  They are her chief confidants; killing one sends her into a frenzy 
  of wild grief.  
  Tactics. Arcturia and her minions (twelve mimics and three 
  champions, one of which who sides against her and shall be 
  referred to as "Dingo" below) use the following tactics in battle: 
  • Above all else, Arcturia is spiteful. She tries to inflict the most 
  harm on someone, such as by disfigurement or feeblemind.  
  • Arcturia treasures her mimic companions and does her best 
  not to harm them, which greatly influences her tactics. She 
  won't, for example, cast an area-of-effect spell, like fireball, 
  if it will include the mimics.  
  • On her first turn, Arcturia moves to the back of the room and 
  casts reverse gravity, centering the cylinder on the doors so 
  as to escape its influence. Creatures that fall upwards take 3d6 
  bludgeoning damage when they strike the ceiling. 
  • On her second turn, Arcturia casts feeblemind, targeting the 
  foe she envies the most (such as a spellcaster Halaster has 
  gone on and on about and wants to take on as an apprentice). 
  • On her third turn, or when she's been reduced to 63 hit points 
  or less, Arcturia casts true polymorph on herself, assuming 
  the statistics of an adult red dragon, the statistics of which 
  are provided in Appendix B. Per Monster Manual Errata, true 
  polymorph does not grant the target access to that creature's 
  Legendary Actions, but it does grant them its Legendary 
  Resistance.  
  • Arcturia's reactions are reserved for counterspells until she is 
  at 75 hit points or fewer.  
  • Arcturia prioritizes disabling her foes over inflicting damage. 
  Her first Legendary Action is spent on Paralyzing Touch (if 
  any targets are in range) or Frightening Gaze. Thereafter, she 
  uses Cantrip or Paralyzing Touch, as she's loathe to harm her 
  mimics. Once they're dead, she busts out Disrupt Life.   
  • If Arcturia wins the battle, she casts flesh to stone on the last 
  combatants. Later, after a rest, she true polymorphs them into 
  an animal-headed servant.  
   
  ON POLYMORPH 
  Arcturia is an unparalleled transmuter with the true polymorph 
  spell at her disposal, allowing her to turn into a CR 21 or lower 
  creature. While it would be easy for her—and therefore, you—
  to abuse this spell, the Companion recommends using tact 
  instead. The same goes for polymorph, which she could cast 
  over and over to gain more hit points and prolong this fight.  
  Additionally, consider the following whenever Arcturia casts 
  true polymorph or polymorph:  
  • Area 17 has a 20-foot-high ceiling.  
  • Per Monster Manual Errata, a polymorphed target doesn't gain 
  the Legendary Actions of the creature whose form it assumes. 
  It does, however, grant its Legendary Resistance trait.  
  • Arcturia has a special kinship with her mimics and would 
  rather not flatten them.  
   
  At the end of the day, D&D is about having fun. It's up to you 
  as how to Arcturia uses her polymorph spells, but the 
  Companion argues that less is more, which comes out in the 
  tactics above.  
   
   
   
  
   
  273 
  HALASTER'S JUKEBOX 
  In this area, Halaster's music is muted. Instead, play Blue Kid's 
  Dismemberment Song, which is sung by Arcturia and played by 
  her butterfly-swarm-humanoids. All necessary instruments are 
  provided.  
  The Cheeky Pluckers. Described in the Halaster's Game 
  supplement and featured on L9 and L14, the Cheeky Pluckers 
  were amateur adventurers that fell into Arcturia's clutches. If 
  any still survive, then Arcturia is cutting one open on a mimic 
  in the form of a surgeon's table. She sings the Dismemberment 
  Song. The dingo-headed champion is Fiona dé Vaun and sides 
  with the adventurers against Arcturia.  
   
  THE ELITE FOUR 
  If you're running this penultimate encounter, then Arcturia is 
  absent from this area until it begins. Her mimics stay hidden. 
  The Cheeky Pluckers, if they're included, are here as well.  
   
  18. ANIMATED HALLWAY 
  Cracking open the next door unleashes a frenzy of 
  thunder: the hallway writhes and undulates like a worm 
  high on moondust.  
  Slowly, you close the door, muting the cacophony. 
  Taking a deep breath, you prepare yourself for this 
  chicanery.  
   
  19. DOUBLE DOOR ROULETTE 
  The winds of fate blow you towards a chamber marked 
  with seven sets of iron doors, each decorated with a 
  mosaic of the Mad Mage in a seductive pose. At the 
  chamber's heart stands a scintillating pillar wounded with 
  deep notches. Within these notches flash a rainbow of 
  lights, fiery and beautiful.   
  Seven doors. You know it in your heart that one, if not 
  all, leads to the Mad Mage. What's the catch? 
   
  PENULTIMATE ENCOUNTER 
  As described in Penultimate Encounters, Area 19 is the site of 
  the Prismatic Gauntlet challenge. If you're running this 
  encounter, a prismatic wall spell stands between the eastern 
  tunnel and the chamber's heart.   
   
  OPTIONAL TWIST 
  Two of the optional twists can play a part here: 
  The Dark Tower. If you're running this optional twist, then 
  the remains of two alternate-selves can be found in front of the 
  north and northeastern doors. The first remains are still-
  smoldering ashes; the other remains are acid-scorched bones.  
  Puppet on the String. When a character opens the wrong set 
  of doors, they behold a flash of a chaotic realm of boundless 
  energy—the Knot in the Weave. Under this variant, the pillar at 
  the heart of Area 19 doesn't emit the prismatic spray spell, but 
  the Knot in the Weave does from the doorway. Characters that 
  see the Knot also see the silhouette of a man trapped in the 
  knot's center.   
   
  20. HIDDEN HELM 
  Tucked into this chamber, as if it were some prize or 
  secret, is a gilded throne with no hall to loom over, no 
  subjects to dazzle. Its black velvet is embroidered with 
  silver stars, as if it calls out to the night skies you once 
  dreamt under.   
  If Captain N'ghathrod or Rukha of The Scavenger explained 
  their starbound journeys, a character can divine the purpose of 
  this throne with a DC 23 Intelligence (Arcana) check.  
  Tactics. If the ultroloths attack from Area 21, they use the 
  following tactics: 
  • The fiends are already concentrating on clairvoyance spells to 
  watch Area 20, which they end to free up their concentration 
  for better spells, but at the cost of their vision in Area 20. To 
  make up for this, two ultroloths cast dimension door, each 
  bringing along a companion. Before doing so, each fiend 
  enshrouds itself in a darkness spell—which it can see 
  through, thanks to its truesight. Teleporting into the chamber 
  most likely surprises the adventurers, since the fiends can do 
  so from 500 ft. away. 
  • On their second turn, the first and second ultroloths each make 
  three melee attacks, prioritizing targets already stunned by its 
  companions. Once a fiend loses concentration on its darkness 
  spell, it uses its Hypnotic Gaze, now that its foes can see it.   
  • On its first turn, the third ultroloth casts fire storm on the party. 
  On its second, it casts fear, which ends its darkness spell. On 
  its third, if it gets one, it uses its Hypnotic Gaze and makes 
  three longsword attacks.  
  • On its first turn, the fourth ultroloth casts wall of fire, dividing 
  the party if possible, after its dimension doored into Area 20. 
  This ends its darkness spell. On its later turns, it uses its 
  Hypnotic Gaze and follows up with three melee attacks.   
   
  21. DISPLACED VAULT 
   
  21A. ACID AND GLASS 
  While DotMM has the ultroloths teleport into Area 20 to attack 
  intruders, you can have them instead bide their time; they only 
  attack if the intruders attempt to magically transport The 
  Scavenger's helm.  
  Tactics. The ultroloths employ these tactics:  
  • If the ultroloths detect the adventurers—easily done with their 
  clairvoyance spells in Area 20—they first cast invisibility on 
  themselves (granting advantage to their +8 Stealth checks), 
  then take Readied actions to spring the following tactics 
  below once the party is in position.   
  • The first ultroloth encases the adventurers within a wall of fire 
  spell, making it 20 feet in diameter. On its second turn, it casts 
  fear from outside of the wall of fire if any adventurers haven't 
  fallen into the pit.  
  • The second ultroloth unleashes a fire storm spell. This also 
  damages the glass pit, possibly shattering it. On its second 
  turn, it teleports into the fray alongside its brethren.  
  • The third and fourth ultroloths Teleport into the fray. On their 
  second turns, they both use their Hypnotic Gazes, then follow 
  up with three melee attacks.  
   
   
   
  
   
  274 
  The Dark Tower. If you're running this twist, one adventurer 
  is consumed by a vision of him- or herself falling into the vat of 
  acid below, although something about them appears different, 
  such as a different hair color or armor style.   
   
  22. TOWER ENTRANCE 
  Per DotMM, characters that enter Halaster's extradimensional 
  tower have no sense that they've left Undermountain at all. They 
  simply move from one room to the next. If you'd instead prefer 
  the party see Halaster's tower, read the following text: 
  The doors open upon a field of evenly clipped grass at the 
  heart of which stands the Mad Mage's tower: a twisted 
  spire whose roof is thatched with moldy, ancient books. 
  The sky above is overcast and bleak, as if it were 
  threatening to rain. What could possibly fall in this realm 
  is anyone's guess. Toads? Perhaps silver, or maybe even 
  eyeballs. Gods above know that Halaster is fond of 
  eyeballs.   
  Only one thing is for certain: you're not in 
  Undermountain anymore. As if it heard your thoughts, 
  you find a sign growing out of a mushroom; it reads, 
  "MAD WIZARD'S LAIR AHEAD: YOU'RE 
  NOT 
  IN 
  UNDERMOUNTAIN ANYMORE!"   
  The adventurers start 300 ft. away from Halaster's tower. They 
  cannot affect it, or the field, in any way at all. Neither can they 
  fly; their only option is to walk to the front door.  
   
  23. GNOME WITH NO NAME 
  This otherwise empty chamber has nothing for you but a 
  mirror framed in bronze—and gods above, you look 
  terrible.  
  It comes as no surprise when the mirror's surface 
  warbles, depicting now a red desert. A gnome stranded 
  there blinks at you; she cries, "You! Can you hear me? 
  Please, for the love of all that's right, get me outta this 
  thing!"  
  Why, you wonder, can't a mirror in Undermountain ever 
  just be a mirror?  
  As noted in DotMM, the gnome has been trapped so long she 
  has forgotten her own name and history. Freedom is her only 
  objective. Unfortunately, she can't provide information about 
  Halaster's lair, if she ever had any to begin with.  
  The following text, in which the gnome is freed, assumes that 
  the party breaks the mirror, instead of casting dispel magic. 
  Adjust the text accordingly if they did the latter. Read: 
  You can't be certain that breaking this prison will not kill 
  its sole prisoner—but here you are. The gnome offers a 
  contented sigh, as if no fate could be worse than the one 
  she already faces. The silvered surface cracks easily 
  enough and the shards fly.  
  Instinctively you shield your eyes, lest glass or magic 
  blind you. In the aftermath, you hear what can only be 
  described as audible happiness. The gnome! The gnome 
  is free! She picks herself up from the debris, caring not 
  that her hands are red and slick with blood. 
   
  "Thank you!" she cries. "Gods above, thank—" As she 
  opens her arms to embrace you, she and you notice how 
  quickly her hand has deteriorated. Before she can even 
  gasp, it turns to dust. Immediately, the gnome scrambles 
  for the mirror frame, now deciding that imprisonment is 
  better than death—but there is no refuge for the poor 
  woman as she wails and crumbles into dust.  
  Before the adventurers can do anything, the gnome crumbles 
  into dust. Because she died of old age, she cannot be brought 
  back by a revivify spell. Them's the breaks.   
   
  HALASTER'S JUKEBOX 
  While in this area, Halaster plays America's A Horse With No 
  Name. The mirror's background becomes, of course, a desert to 
  better reflect this.  
   
  24. POTION BREWERY 
  At last, you come upon the Mad Mage's potion brewery—
  no doubt the source of many a man's doom. Shelves line 
  the walls, the upper reaches accessible only to those that 
  climb the rickety ladder lain against the sides.  
  A rainbow of odors assails your senses, but most 
  distinct one is moldy death. Floating behind the bubbling 
  cauldron is a skull whose eyes are set with sapphires—not 
  quite a lich, but something in between. It looks at you and 
  shouts, "They'll be done when they're done!" 
  Alternate Demiliches. Instead of Branta Myntion, whom the 
  adventurers have no connection to, you can replace her with any 
  of the following mages, especially if you have no intent on ever 
  using them again in your story:  
  • Maddgoth of L7. Although he achieved lichdom, he failed to 
  continue feeding souls to his phylactery, due to tomfoolery 
  on Halaster's part or the faerie dragon Otto. Alternatively, 
  another band of adventurers, maybe the Gentlemen Bastards, 
  stole his phylactery.  
  • Ezzat of Level 20. After his phylactery was stolen, Halaster 
  kidnapped his old friend and has since broken his spirit.  
  • Marambra Nyghtsteel, the unaccounted-for apprentice of the 
  Mad Mage, unused throughout this entire campaign. It turns 
  out that she too attempted lichdom but failed to feed souls to 
  her phylactery. Choose this if you want closure without any 
  of the work.  
   
  27. RANTANTAR'S WAND 
  Alabaster busts of Halaster leer at you from their 
  pedestals, as if their lunatic-grins held some great secret 
  they were dying to share with you. As you meet the gaze 
  of one, the bust literally turns towards the center of the 
  room—they all do. That's when the veil drops, revealing 
  a floating wand orbited by golden orbs. Magic sparks 
  from its tip as the sentient wand points at you! 
   
   
   
  
   
  275 
  32. JHESIYRA'S WARNING 
  An unseen force pushes through you, past your mind's 
  defenses. Its presence is warm but sharp with concern, and 
  it leaves you with a simple warning: "He's there. The Mad 
  Mage awaits; he darkles but is no less delighted. Prepare 
  yourselves!"  
   
  PENULTIMATE ENCOUNTER 
  Per the Companion, the adventurers should face a penultimate 
  encounter before engaging Halaster: 
  • Welcome to the Thunderdome, which begins before they can 
  enter Area 33 (Halaster just teleports them to the arena) and 
  features Nalkara the empyrean  
  • The Elite Four, which begins here before they can enter Area 
  33 (Halaster just teleports them to the first encounter) 
  • Tarrasquic Park, which begins here before they can enter 
  Area 33 (Halaster just teleports them to the demiplane) 
  • The Prismatic Gauntlet, which would have occurred in Area 
  19, long before they reached the tower 
  • When Worlds Collide, which requires the Dark Tower optional 
  twist, and would've occurred in Area 28 
   
  33. MAD MAGE SHOWDOWN 
  In your heart you know the truth: few have ever laid eyes 
  on this—this, the sanctum of the Mad Mage, the very seat 
  of power from which Halaster Blackcloak has lorded over 
  Undermountain. Quite keenly do you see, in your mind's 
  eye, the trail of corpses that led you here. The pain, the 
  suffering—and after all that, the Mad Mage can't even be 
  bothered to show up. 
  The chamber is empty! Empty but for a circle of runes, 
  a statue of Halaster (riding a donkey and nude but for a 
  wide-brimmed hat) and an empty throne fashioned from 
  purple marble, behind which are heaps of ancient tomes 
  haphazardly stacked together.  
  Nothing is louder than pained silence and that's what 
  you hear here. Silence. Not the quiet thrum of magic. Not 
  the lunatic-howls you've grown deaf to. Nothing. What 
  has this all been for if the Mad Mage would deprive you 
  of catharsis?  
   
  COMMENCEMENT  
  You should personalize Halaster's opening statement to best fit 
  your campaign, but you can draw upon the sample below.  
  Halaster's voice seeps in from every darkened corner of 
  this chamber—and for once, his voice is plain, not 
  telepathic. It bounces from every brick but does not 
  penetrate your mind.  
  "The day has come. The day has come at long last. Do 
  you know for how long I've waited here? For how long 
  I've suffered your absence? How long I've longed for 
  you—a worthy opponent? You truly are the greatest 
  friends that I've ever had. Perhaps, you'll be the last." 
  Halaster's monologue shouldn't be one-way. Let the party 
  respond accordingly. Remember, no one can be surprised here. 
  If a character decides to shoot the Mad Mage (assuming they 
  can perceive him on his throne), roll initiative—that's what it's 
  for, anyway.  
   
  ULTIMATE SHOWDOWN 
  As described at the start of this chapter, the battle with Halaster 
  has been overhauled. Choose the three encounters that interest 
  you. After his opening statement, the first encounter begins.   
   
  DO IT! 
  If, at your table, Halaster has decided not to battle the 
  adventurers and instead reward them for their efforts, you can 
  have Jhesiyra intervene. Hoping to depose her old master, she 
  provokes a conflict.  
  • If the adventurers are inclined to leave peacefully, Jhesiyra 
  urges them to kill Halaster: "Countless lives have been ruined 
  by his antics! And he will ruin countless more if left alive! 
  Strike him down and spare the world from his madness!" 
  • If Halaster refuses to fight, or the adventurers continue to 
  abstain from violence, Jhesiyra provokes him. Her master has 
  long wondered where she went and was devastated by her 
  abandonment—and he's furious. A breeze flows through the 
  chamber and her voice audibly whispers, "Halaster." This 
  hurls Halaster into a frenzy; he shouts, "You brought her 
  here?" He then reaches for his blast scepter and attacks.  
   
  OPTIONAL TWIST 
  If you're using an optional twist, make sure to utilize it in the 
  final battle.  
  The Dark Tower. The party should have already been 
  exposed to signs that hint to alternate realities. This truth 
  becomes evident as Halaster nears death. Read: 
  As Halaster weeps red, a vision overwhelms your mind: 
  the tower. The tower and where it stands in that field of 
  polished grass. Only now do you see it; only now do you 
  understand it: every blade, every drop of dew is an entire 
  universe spinning in its own orbit, shivering in whatever 
  strange wind ripples across the meadow. There are other 
  worlds than these—haven't you already seen omens of 
  that stark truth? 
  As that psychic wind howls, you hear another sound: a 
  heartbeat. You look down and now can see it far below 
  the earth, pumping out its invisible blood and influence, 
  infecting everything in Undermountain. It is a knot in the 
  Weave, a font of almost sentient magic.  
  Halaster grins at you. "See it now, do you?"  
  Halaster's Game. If you're using the Companion's game 
  show element or adding it as a twist, during the battle, the walls 
  of A33 seemingly fall away, revealing a legion of spectators—
  the audience watching the live finale of Dungeon of the Mad 
  Mage. Should a character press themselves against a wall, they 
  can feel phantom hands groping at their ankles like fans at a 
  concert. These individuals—mortal, demonic, angelic, or just 
  alien—are real and sit together on the Ethereal Plane, all 
  enmities and grudges forgotten for the sake of enjoying good 
  television.  
   
   
  
   
  276 
  Ground-Mage Day. As Halaster lays dying, he murmurs, "I 
  thought this time it would be different. I thought…" 
  Alternatively, if the adventurers aren't already in a time-loop, 
  have Halaster start the cycle now with a wish spell. Read:   
  Halaster's voice is little more than a ragged whisper: "It 
  can't end like this. All those… good times together. It can't 
  end. Time… If only there was more time… If we could 
  do it all over again… I wish we could do it all over 
  again… and again… and again…"  
  After this, a light flashes across the adventurers' eyes. Narrate 
  next where they were when the campaign began: the Yawning 
  Portal in Waterdeep, just as they're about to descend.   
  Puppet on the String. If running this twist, you'll want to 
  show the Knot in the Weave and that it will resurrect Halaster. 
  Read the following after he's been slain: 
  You land the killing blow against Halaster Blackcloak, 
  but even still he manages to mutter one last omen: "If only 
  my torment was at an end. See you soon." 
  Halaster's corpse crashes to the floor; the very tower 
  rumbles with thunder! Cracks web out from his form and 
  with a sick feeling, you understand that this place is about 
  to collapse. As another tremor rocks the lair, a chasm 
  splits open, letting in violet light so blinding and intense, 
  you fear it might rot the flesh from your very bones. 
  That light… It seems to inch towards Halaster as if it 
  were magma or the tide itself. It swamps over his body, 
  almost like a mother scooping up its wounded child. 
  Instinctively, you leap at the corpse but it's too late—the 
  light has taken him into the radiant depths below and 
  closed off its womb. And although he is very much dead, 
  you can hear his posthumous cries, as if he were being 
  punished by that very same mother.  
  Halaster's last words thunder throughout your mind: 
  "See you soon."   
   
  34. FLYING SAUCER 
  You aren't exactly sure what you're looking at. Surely, it 
  is some sort of vessel—a disc-shaped vessel crowned with 
  a glass dome. Steel hinges reveal the dome to be the 
  vessel's sole entrance. All of it is polished to a sheen so 
  bright, so clean you aren't sure what sort of chromatic 
  adjective is appropriate to describe it. Certainly its metal 
  was unknown even to the Melairkyn dwarves of old.  
  Circling the vessel, you inspect its underside. Strange 
  doo-dads line the surface. The vessel is propped up on 
  three legs. You feel sick, knowing this thing to be 
  unnatural… yet so advanced it leaves you feeling inferior, 
  even insignificant. 
   
  35. EXERCISE ROOM 
  If your version of Halaster has visited Earth, Pumping Iron is 
  projected onto the wall for the benefit of the flesh golems.  
   
  EPILOGUE 
  The ending to a campaign is a heavy burden for any Dungeon 
  Master. After such a length journey, your party will hunger for 
  a brief but satisfying epilogue. It has to be personal; it has to tie 
  up loose ends; and it must put to rest any mysteries—or provoke 
  them.   
   
  ACUTE WEAVE ADDICTION 
  Leaving Undermountain, as the adventurers find, is not so easy. 
  They have languished here for so long, the Knot in the Weave 
  has left its maddening touch in their minds and bones. Some 
  among them may have fallen prey to the same addiction that 
  plagued the Melairkyn dwarves, the Seven, and, of course, the 
  Mad Mage himself. The Knot is alive—and now it seeks to keep 
  the adventurers in its grip forevermore. As they journey towards 
  the surface, it strikes thrice.  
  Weave Addiction is included as a variant rule in the 
  Halaster's Game supplement of the Companion. If you never 
  used it before in your game, you can still implement it here in 
  this final chapter. 
  In the aftermath of their final battle with Halaster, as they're 
  trekking back to the surface, have each of the adventurers make 
  each of the following saves: 
  • While in the lower depths of Undermountain, a Wisdom save 
  to resist the Knot's phantom call. 
  • While in the middle depths of Undermountain, an Intelligence 
  saving throw to recognize this potential madness as what kept 
  so many others in these wretched depths. The saving throw 
  also represents constructing mental fortifications against this 
  addiction.  
  • While in the upper reaches of Undermountain, the Knot in the 
  Weave, spurned and in the throes of a tantrum, subjects the 
  character to a Charisma saving throw to overpower their will 
  and keep them in the dungeon long enough to seduce them 
  into never leaving.  
   
  To leave Undermountain by their own accord, a character 
  must succeed on two of the three saving throws. The first saving 
  throw is a DC 20; failing that increases the second save's DC to 
  22 and the third save's DC to 25.    
  Suspense. You want to work in these saving throws across 
  the adventurers' journey back to the surface. You don't want to 
  reveal the purpose of the saving throws until it's too late. 
  Instead, tell them what sort of feeling washes over them, should 
  they fail: 
  • A character that fails the Wisdom saving throw feels a weight 
  around their throat, almost like a noose.   
  • A character that fails the Intelligence saving throw feels panic 
  bloom within their mind—an invisible dread that animals 
  must feel when they can sense a storm or earthquake. 
  • A character that fails the Charisma saving throw feels helpless 
  against this invisible tyrant and buckles under its regime.  
   
   
   
  
   
  277 
  Failure. A character that fails two of three saves gains the 
  following flaw: "Undermountain is my lair, my home, my prize. 
  I cannot leave it." Tailor that to fit a character's personality; for 
  example, a dutiful character's flaw would likely sound like, "If 
  I were to leave Undermountain, there is no guaranteeing who 
  will inherit the Mad Mage's arsenal. I cannot allow that to 
  happen; I must maintain my vigil, lest Waterdeep, or even the 
  world, be subjected to yet another mad tyrant. I must police 
  these depths with my dying breath." 
  Additionally, at your discretion, the character is afflicted with 
  the most dangerous malady of Weave Addiction: every time 
  they willingly leave Undermountain, or remain on the surface, 
  they suffer the effects of a geas spell (save DC 25). 
  Narration. If a character falls prey to Acute Weave 
  Addiction, read the following as they're about to leave the 
  dungeon, modifying it to best suit the character(s) involved:  
  You can't leave—not after so much bloodshed, so much 
  loss. This is your home—you've won it, goddammit! 
  You've earned every victory here and to leave it all behind 
  is not a testament to your strength, only your carelessness. 
  So as it was, so shall it be again—unless you remain here 
  to guard Undermountain and its denizens from future 
  threats, keeping its baubles of power out of the hands that 
  would see this world brought to its knees.  
  You can't leave, and why would you ever want to? This 
  is your home. Maybe it always has been.  
  If the character that falls prey to Weave Addiction is an arcane 
  spellcaster, be sure to drop the title "Mad Mage" on them. 
  Alternatively, "the Mad Priest" or the "The Mad Beast" would 
  work for clerics and druids, respectively. "Mad" anything, 
  really. "Mad King, Mad Sovereign," et cetera.  
   
  THE FATE OF UNDERMOUNTAIN 
  As described in DotMM, the fate of Undermountain is left up to 
  you. It is worth petitioning your players to see what they want 
  to do with Undermountain—and their lives in general. After 
  having bested one of this world's most formidable foes, they 
  deserve the chance to carve out enterprises of their own.   
   
  THE FINAL SEND-OFF 
  End your final session with the following send-off, modifying 
  it as you see fit:  
  The roof is coming down; you can sense it. The Mad 
  Mage has left one last trap for you and it's time to bail. 
  You can hear his snide laughter in your very bones as 
  blood roars in your ears. The tower is collapsing and there 
  is no more time to dilly nor dally. Like frightened beasts, 
  you flee from this reckoning.  
  Amidst your flight, your mind begins to drift. You've 
  done the impossible. You've slain the Mad Mage, one of 
  the most powerful, if not the most powerful mage, in the 
  world. You have triumphed where so many others have 
  failed… And there was a look in Halaster's eyes when he 
  died. You haven't been able to shake it from your 
  memory. You fooled yourself into believing it was 
  madness, or some indecipherable emotion, but you've 
  known the truth: it was pride. Halaster Blackcloak was 
  proud of you. The dungeon master of Undermountain 
  went to his grave proud of you.  
  POST-CREDITS: JHESIYRA'S RETURN 
  If Jhesiyra did not make a grand reveal during the campaign, 
  you can read to your players—but not their characters—this 
  post-credit scene in which Jhesiyra takes command over 
  Undermountain.  
  Never has Undermountain been so silent. Its ruined 
  chambers have gone dark and for once its dead halls hear 
  no laughter. The Mad Mage is gone yet again. He has 
  perished before, but this time… this time Jhesiyra 
  Kestellharp was ready.  
  One by one the gates fell. One by one had Halaster's 
  grip, desperate at best, been undone, his phantom fingers 
  uncurled from the hilt of Undermountain's very soul. 
  Although she could already hear him reforming—his 
  essence kindling in the crucible below—he was powerless 
  to stop her. His cries came out like distant groans from 
  deep within the earth. He was watching. Good. 
  A breeze slipped through the ruined remains of 
  Halaster's lair, slowly turning into a frail woman whose 
  smile was just as sharp and cruel as a knife. She had 
  played them like fools—all of them. Her schemes had at 
  last born fruit. She reminded herself of their names; of 
  what they sacrificed to depose her master. She would 
  always be grateful. And she would be sure to show her 
  gratitude should they ever dare descend into Under-
  mountain again.  
  With a wave of her hand, a marble throne materialized 
  before her in the remains of Arcturia's court. She climbed 
  the steps, savoring each one. In due time, she would erect 
  her own tower in that void below, but for now, she would 
  reign from here.  
  Halaster was mewling again. Jhesiyra closed her eyes 
  and willed his rebirth to end—as if she were snuffing out 
  a candle. He fought her; to his credit, he fought her even 
  then, weak as he was. Even at his lowest, her master knew 
  how to unravel her defenses and strike deep into her heart. 
  If only she still had one.  
  She pressed her will on the flame, ignoring its fetal rage 
  and the burns it left upon her. With an apocalyptic cry, the 
  Mad Mage was no more. And as Jhesiyra Kestellharp now 
  surveyed her new kingdom, a soft giggle exploded from 
  her chest—a maniacal giggle that shared all the lunacy 
  that graced her grin and her mad eyes.  
  "Well master," she murmured, "the show must go on." 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  278 
  APPENDIX A: MAGIC ITEMS 
   
  TABLE OF CONTENTS 
  +1 Breastplate ................................................................................. 281 
  +2 Arrows ....................................................................................... 281 
  +3 Shield ........................................................................................ 281 
  Amulet of Proof Against Detection and Location........................... 281 
  Bead of Force ................................................................................. 281 
  Belt of Dwarvenkind ...................................................................... 281 
  Black Crystal Tablet ....................................................................... 281 
  Black Quill ..................................................................................... 281 
  Boots of Elvenkind ......................................................................... 281 
  Boots of False Tracks ..................................................................... 281 
  Candle of Invocation (Sseth) .......................................................... 282 
  Candle of The Deep ........................................................................ 282 
  Chest of Preserving ......................................................................... 282 
  Chime of Opening .......................................................................... 282 
  Circlet of Blasting ........................................................................... 282 
  Cloak of Elvenkind ......................................................................... 282 
  Cloak of The Bat ............................................................................ 282 
  Cloak of The Manta Ray ................................................................ 282 
  Dagger of Blindsight ...................................................................... 282 
  Dagger of Venom ........................................................................... 282 
  Decanter of Endless Water ............................................................. 283 
  Dodecahedron of Doom .................................................................. 283 
  Dread Helm .................................................................................... 283 
  Driftglobe ....................................................................................... 283 
  Dust of Disappearance .................................................................... 283 
  Dwarven Thrower ........................................................................... 283 
  Elemental Gem of Air..................................................................... 283 
  Elemental Gem of Fire ................................................................... 283 
  Elemental Gem of Water ................................................................ 283 
  Figurine of Wondrous Power (Onyx Dog) ..................................... 284 
  Gauntlets of Ogre Power ................................................................ 284 
  Gem of Brightness .......................................................................... 284 
  Gem of Seeing ................................................................................ 284 
  Gloves of Missile Snaring .............................................................. 284 
  Hat of Wizardry .............................................................................. 284 
  Headband of Intellect...................................................................... 284 
  Helm of The Scavenger .................................................................. 284 
  Hide Armor of Lightning Resistance .............................................. 285 
  Horn of The Endless Maze ............................................................. 285 
  Horned Ring ................................................................................... 285 
  Instrument of The Bards, Anstruth Harp ........................................ 285 
  Instrument of The Bards, Fochlucan Bandore ................................ 285 
  Ioun Stone of Insight ...................................................................... 285 
  Ioun Stone of Intellect .................................................................... 285 
  Mace of Smiting ............................................................................. 286 
  Manual of Gainful Exercise ............................................................ 286 
  Mariner's Armor ............................................................................. 286 
  Mithral Chain Shirt ......................................................................... 286 
  Mithral Plate Armor........................................................................ 286 
  Necklace of Fireballs ...................................................................... 286 
   
   
  Nine Lives Stealer .......................................................................... 286 
  Nolzur's Marvelous Pigments ......................................................... 286 
  Oil of Slipperiness .......................................................................... 286 
  Orb of Direction ............................................................................. 286 
  Orb of Gonging .............................................................................. 287 
  Pearl of Power ................................................................................ 287 
  Philter of Love................................................................................ 287 
  Pipe of Smoke Monsters ................................................................ 287 
  Pole of Angling .............................................................................. 287 
  Pot of Awakening ........................................................................... 287 
  Potion of Animal Friendship .......................................................... 287 
  Potion of Cloud Giant Strength ...................................................... 287 
  Potion of Diminution ...................................................................... 287 
  Potion of Healing ........................................................................... 287 
  Potion of Invisibility....................................................................... 288 
  Potion of Longevity ........................................................................ 288 
  Potion of Mind Reading ................................................................. 288 
  Potion of Poison ............................................................................. 288 
  Potion of Resistance ....................................................................... 288 
  Potion of Vitality ............................................................................ 288 
  Potion of Water Breathing .............................................................. 288 
  Professor Orb ................................................................................. 288 
  Quaal's Feather Token (Swan Boat) ............................................... 288 
  Quaal's Feather Token (Tree) ......................................................... 288 
  Quiver of Ehlonna .......................................................................... 289 
  Ring of Jumping ............................................................................. 289 
  Ring of Swimming ......................................................................... 289 
  Ring of X-Ray Vision .................................................................... 289 
  Rod of Lordly Might ...................................................................... 289 
  Rod of Rulership ............................................................................ 289 
  Rope of Climbing ........................................................................... 289 
  Sending Stone................................................................................. 290 
  Sentinel Shield ............................................................................... 290 
  Shield of The Uven Rune ............................................................... 290 
  Staff of Defense .............................................................................. 290 
  Staff of Flowers .............................................................................. 290 
  Staff of Power ................................................................................ 290 
  Sunblade ......................................................................................... 291 
  Sword of Sharpness, Tearulai ......................................................... 291 
  Thayan Razor ................................................................................. 291 
  Tome of Clear Thought .................................................................. 291 
  Trident of Fish Command .............................................................. 291 
  Wand of Conducting ...................................................................... 291 
  Wand of Fireballs ........................................................................... 292 
  Wand of Magic Detection .............................................................. 292 
  Wand of Secrets ............................................................................. 292 
  Wand of The War Mage, +1 ........................................................... 292 
  Wand of The War Mage, +3 ........................................................... 292 
  Wand of Web ................................................................................. 292 
  Wand of Wonder ............................................................................ 292 
  Winged Boots ................................................................................. 292 
   
   
  
   
  279 
  MAGIC ITEMS BY LEVEL 
  The following magic items are scattered throughout 
  Undermountain.  
  You'll notice that a bag of holding is not on these lists 
  and a portable hole doesn't appear until Level 20—and 
  for good reason. Negating carrying capacity severely 
  trivializes the need to periodically return to the surface 
  and ensures that the party will strip Undermountain of all 
  its loot without difficulty.  
  Items marked with an asterisk (*) are additional items 
  added by the Companion. "WI" refers to a wondrous item.  
   
  LEVEL 1 
  • circlet of blasting (WI, uncommon) 
  • driftglobe (WI, uncommon) 
  • wand of secrets (Wand, uncommon) 
   
  LEVEL 2 
  • circlet of human perfection (WI, uncommon, attunement) 
  • dust of disappearance (WI, uncommon) 
  • philter of love (Potion, uncommon)* 
  • pot of awakening (WI, common) 
  • potion of healing (Potion, common) 
  • ring of swimming (Ring, uncommon) 
  • spell scroll of raise dead (Scroll, rare) 
   
  LEVEL 3 
  • elemental gem of water (WI, uncommon) 
  • hat of wizardry (WI, common, attunement by a wizard)* 
  • potion of animal friendship (Potion, uncommon) 
  • potion of healing (Potion, common) 
  • potion of water breathing (Potion, uncommon) 
   
  SKULLPORT 
  • cloak of the manta ray (WI, uncommon) 
   
  LEVEL 4 
  • boots of elvenkind (WI, uncommon; one boot, the other is on 
  Level 5) 
  • pipe of smoke monsters (WI, common) 
  • potion of healing x2 (Potion, common) 
  • rope of climbing (WI, uncommon) 
  • spell scroll of gaseous form (Scroll, uncommon) 
  • spell scroll of magic weapon (Scroll, uncommon) 
   
  LEVEL 5 
  • boots of elvenkind (WI, uncommon; one boot, the other is on 
  Level 4) 
  • hide armor of resistance to lightning (Armor (hide), rare, 
  attunement) 
  • potion of gaseous form (Potion, rare) 
  • potion of greater healing (Potion, uncommon) 
  • spell scroll of heroes’ feast (Scroll, very rare) 
  • spell scroll of speak with animals (Scroll, common) 
  • staff of flowers (Staff, common) 
  • sword of sharpness, sentient, "Tearulai" (Weapon 
  (longsword), very rare, attunement) 
  • wand of fireballs (Wand, rare, attunement by a spellcaster) 
   
  LEVEL 6 
  • belt of dwarvenkind (WI, rare, attunement)* 
  • dagger of blindsight (Weapon (dagger), rare, attunement)  
  • sentinel shield (Armor (shield), uncommon) 
  • spell scroll of mass cure wounds (Scroll, rare) 
   
  LEVEL 7 
  • elemental gem of air (WI, uncommon) 
  • potion of fire breath (Potion, uncommon) 
  • potion of invisibility (Potion, very rare) 
  • spell scroll of cloudkill (Scroll, rare) 
  • wand of conducting (Wand, common) 
   
  LEVEL 8 
  • candle of invocation, dedicated to Sseth, the neutral evil yuan-
  ti god (WI, very rare, attunement) 
  • headband of intellect (WI, uncommon, attunement) 
  • rod of rulership (Rod, rare, attunement) 
  • spell scroll of modify memory (Scroll, rare) 
   
  LEVEL 9 
  • black quill (WI, very rare)* 
  • gem of seeing (WI, rare, attunement) 
  • ioun stone of intellect (WI, very rare, attunement)* 
  • pearl of power (WI, uncommon, attunement by a spellcaster)*  
  • potion of greater healing x3 (Potion, uncommon) 
  • professor orb (WI, rare) 
  • spell scroll of legend lore (Scroll, rare)  
  • staff of defense (Staff, rare, attunement)* 
  • Thayan razor (WI, rare)* 
   
  LEVEL 10 
  • chest of preserving (WI, common) 
  • cloak of elvenkind (WI, uncommon, attunement) 
  • gauntlets of ogre power (WI, uncommon, attunement) 
  • mithral armor (Armor (plate), uncommon) 
  • oil of slipperiness (Potion, uncommon) 
  • philter of love (Potion, uncommon)* 
  • potion of diminution (Potion, rare)* 
  • potion of greater healing (Potion, uncommon) 
  • potion of healing (Potion, common) 
  • potion of superior healing (Potion, rare) 
  • spell scroll of hold person (Scroll, uncommon) 
  • +1 wand of the war mage (Wand, uncommon, attunement by 
  a spellcaster) 
   
  LEVEL 11 
  • dagger of venom (Weapon (dagger), rare) 
  • dread helm (WI, common) 
  • potion of supreme healing (Potion, very rare) 
   
  LEVEL 12 
  • gloves of missile snaring (WI, uncommon, attunement) 
  • horn of the Endless Maze (WI, rare) 
  • potion of healing x2 (Potion, common) 
  • potion of vitality (Potion, very rare) 
  • spell scroll of telekinesis (Scroll, rare) 
   
   
   
  
   
  280 
  LEVEL 13 
  • dodecahedron of doom (WI, rare) 
  • Nolzur's marvelous pigments (WI, very rare) 
  • orb of gonging (WI, common) 
  • potion of diminution (Potion, rare) 
  • potion of longevity (Potion, very rare) 
   
  LEVEL 14 
  • +2 arrows (Ammunition, rare)* 
  • instrument of the bards, Fochlucan bandore (WI, instrument, 
  uncommon, attunement by a bard)* 
  • quiver of Ehlonna (WI, uncommon)* 
  • ring of jumping (Ring, uncommon, attunement)* 
  • spell scroll of polymorph (Scroll, rare) 
  • trident of fish command (Melee weapon, uncommon, 
  attunement)*  
  • wand of web (Wand, uncommon, attunement) 
   
  LEVEL 15 
  • dwarven thrower (Weapon (warhammer), very rare, 
  attunement by a dwarf) 
  • elemental gem of fire (WI, uncommon) 
  • figurine of wondrous power, onyx dog (WI, rare) 
  • necklace of fireballs (WI, rare)  
  • potion of greater healing (Potion, uncommon) 
  • potion of resistance (fire) (Potion, uncommon) 
  • wand of magic detection (Wand, uncommon) 
   
  LEVEL 16 
  • manual of gainful exercise (WI, very rare) 
  • potion of greater healing (Potion, uncommon) 
  • tome of clear thought (WI, very rare) 
   
  LEVEL 17 
  • potion of supreme healing (Potion, very rare)  
  • potion of resistance (acid) (Potion, uncommon)  
  • Quaal's feather token, tree (WI, rare) 
   
  LEVEL 18 
  • cloak of the bat (WI, rare, attunement) 
  • mithral armor (Armor (chain shirt), uncommon)  
  • sun blade (Weapon (longsword), rare, attunement) 
   
  LEVEL 19 
  • boots of false tracks (WI, common)  
  • candle of the deep (WI, common)  
  • gem of brightness (WI, uncommon)  
  • mariner's armor (Armor (scale mail), uncommon)  
  • orb of direction (WI, common)  
  • pole of angling (WI, common)  
  • potion of healing (Potion, common)  
  • sending stone (WI, uncommon) 
   
  LEVEL 20 
  • amulet of proof against detection and location (WI, 
  uncommon, attunement) 
  • bead of force (WI, rare) 
  • chime of opening (WI, rare) 
  • portable hole (WI, rare) 
  • potion of mind reading (Potion, rare) 
  • potion of resistance (force) (Potion, uncommon) 
  • potion of resistance (lightning) (Potion, uncommon) 
  • potion of superior healing (Potion, rare) 
  • ring of x-ray vision (Ring, rare, attunement) 
  • staff of frost (Staff, very rare, attunement by a druid, sorcerer, 
  warlock, or wizard) 
   
  LEVEL 21 
  • mace of smiting (Weapon (mace), rare) 
   
  LEVEL 22 
  • black crystal tablet (WI, legendary, attunement by a creature 
  that has proficiency in the arcana skill) 
  • decanter of endless water (WI, uncommon) 
  • ioun stone of insight (WI, very rare, attunement) 
  • nine lives stealer (Weapon (longsword), very rare, 
  attunement) 
  • potion of cloud giant strength (Potion, very rare) 
  • potion of invisibility (Potion, very rare) 
  • potion of supreme healing (Potion, very rare) 
  • spell scroll of flesh to stone (Scroll, very rare) 
  • staff of power (Staff, very rare, attunement by a sorcerer, 
  warlock, or wizard) 
   
  LEVEL 23 
  • helm of the Scavenger (WI, legendary, attunement by a 
  spellcaster)  
  • horned ring (Ring, very rare, attunement) 
  • instrument of the bards, Anstruth harp (WI, very rare, 
  attunement by a bard) 
  • rod of lordly might (Rod, legendary, attunement) 
  • +3 shield (Armor (shield), very rare) 
  • Shield of the Uven Rune (Armor (shield), very rare, 
  attunement) 
  • wand of wonder (Wand, rare, attunement by a spellcaster) 
   
   
   
  
   
  281 
  MAGIC ITEM DESCRIPTIONS 
   
  +1 BREASTPLATE 
  This drow-manufactured armor loses its +1 bonus to AC if 
  exposed to sunlight for 1 hour or more. 
  Location. This magic item is found in L7, Area 11A. 
   
  +2 ARROWS 
  You have a +2 bonus to attack and damage rolls made with this 
  piece of magic ammunition. Once it hits a target, the 
  ammunition is no longer magical. 
  Additional Loot. This item is added to L14, A9B. 
   
  +3 SHIELD 
  Shield, Very Rare 
  While holding this shield, you have a +3 bonus to AC. This 
  bonus is in addition to the shield's normal bonus to AC. 
  Location. This magic item is found in L23, A21B. 
   
  AMULET OF PROOF AGAINST DETECTION AND 
  LOCATION 
  Wondrous Item, Uncommon (Requires Attunement) 
  While wearing this amulet, you are hidden from divination 
  magic. You can't be targeted by such magic or perceived 
  through magical scrying sensors. 
  Location. This magic item is worn by Ezzat on L20. 
   
  BEAD OF FORCE 
  Wondrous Item, Rare 
  You can use an action to throw the bead up to 60 feet. The bead 
  explodes on impact and is destroyed. Each creature within a 10-
  foot radius of where the bead landed must succeed on a DC 15 
  Dexterity saving throw or take 5d4 force damage. A sphere of 
  transparent force then encloses the area for 1 minute. Any 
  creature that failed the save and is completely within the area is 
  trapped inside this sphere. Creatures that succeeded on the save, 
  or are partially within the area, are pushed away from the center 
  of the sphere until they are no longer inside it. Only breathable 
  air can pass through the sphere's wall. No attack or other effect 
  can. 
  An enclosed creature can use its action to push against the 
  sphere's wall, moving the sphere up to half the creature's 
  walking speed. The sphere can be picked up, and its magic 
  causes it to weigh only 1 pound, regardless of the weight of 
  creatures inside. 
  Location. This magic item is found in L20, A2. 
   
  BELT OF DWARVENKIND 
  Wondrous Item, Rare (Requires Attunement) 
  While wearing this belt, you gain the following benefits 
  • Your Constitution score increases by 2, to a maximum of 20. 
  • You have advantage on Charisma (Persuasion) checks made 
  to interact with dwarves. 
   
  In addition, while attuned to the belt, you have a 50% chance 
  each day at dawn of growing a full beard if you're capable of 
  growing one, or a visibly thicker beard if you already have one.  
  If you aren't a dwarf, you gain the following additional 
  benefits while wearing the belt: 
  • You have advantage on saving throws against poison and you 
  have resistance to poison damage. 
  • You have darkvision out to a range of 60 feet. 
  • You can speak, read, and write Dwarvish. 
   
  Dumathoin's Curse. As described on L6, Area 29F of this 
  supplement, if a character not of Melair's bloodline takes the 
  belt from the king's corpse, they must make a DC 14 Charisma 
  saving throw or be cursed with the following flaw: "I can't keep 
  a secret, no matter how trivial or dire." A spell of remove curse 
  or the like rids the character of the flaw. Every day at dawn, 
  there is a 50% chance that the character wearing the belt must 
  repeat the saving throw or be cursed again with the same flaw.  
  Additional Loot. This magic item has been added to the loot 
  found in L6, Area 29F.  
   
  BLACK CRYSTAL TABLET 
  Wondrous Item, Legendary (Requires Attunement by a creature 
  that has proficiency in the Arcana skill) 
  Any creature that attunes to the tablet must make a DC 20 
  Wisdom saving throw at the end of its next long rest. On a failed 
  save, the creature becomes afflicted with a random form of 
  long-term madness (see "Madness" in chapter 8 of the DMG). 
  As an action, a creature attuned to the black crystal tablet can 
  use it to cast eyebite or gate (the portal created by this spell links 
  to the Far Realm only). After the tablet is used to cast a spell, it 
  cannot be used again until the next dawn. 
  Location. This magic item is found in L22, A23. 
   
  BLACK QUILL 
  Wondrous Item, Very Rare 
  When used, this quill siphons blood from its wielder to use as 
  ink. Whatever is written is carved into the back of the wielder's 
  hand. When first used, the character's hit point maximum is 
  reduced by 1, and by an additional 1 point for every aggregate 
  minute of writing thereafter. This reduction lasts until the 
  wielder finishes a long rest or if a spell of greater restoration is 
  cast upon the character.  
  Location. This magic item is found in L9, A23B. Wormriddle 
  employs it for detention.  
   
  BOOTS OF ELVENKIND 
  Wondrous Item, Uncommon 
  While you wear these boots, your steps make no sound, 
  regardless of the surface you are moving across. You also have 
  advantage on Dexterity (Stealth) checks that rely on moving 
  silently. 
  Location. One boot is found on L4, A16A, the other on L5, 
  A17. Without the pair, this item's magic is useless.   
   
  BOOTS OF FALSE TRACKS 
  Wondrous Item, Common 
  Only humanoids can wear these boots. While wearing the boots, 
  you can choose to have them leave tracks like those of another 
  kind of humanoid of your size. 
  Location. This magic item is found in L19, A11B. 
   
   
   
  
   
  282 
  CANDLE OF INVOCATION (SSETH) 
  Wondrous Item, Very Rare (Requires Attunement) 
  This slender taper is dedicated to a Sseth and shares his neutral 
  evil alignment. The candle's alignment can be detected with the 
  detect evil and good spell.  
  The candle's magic is activated when the candle is lit, which 
  requires an action. After burning for 4 hours, the candle is 
  destroyed. You can snuff it out early for use at a later time. 
  Deduct the time it burned in increments of 1 minute from the 
  candle's total burn time. 
  While lit, the candle sheds dim light in a 30-foot radius. Any 
  creature within that light whose alignment is neutral evil makes 
  attack rolls, saving throws, and ability checks with advantage. 
  In addition, a cleric or druid in the light whose alignment 
  matches the candle's can cast 1st-level spells he or she has 
  prepared without expending spell slots, though the spell's effect 
  is as if cast with a 1st-level slot. 
  Alternatively, when you light the candle for the first time, you 
  can cast the gate spell with it. Doing so destroys the candle. 
  Location. This item can be found in L8, Area 19D. 
   
  CANDLE OF THE DEEP 
  Wondrous Item, Common 
  The flame of this candle is not extinguished when immersed in 
  water. It gives off light and heat like a normal candle. 
  Location. This magic item is found in L3, 10H, & L19, A1C.  
   
  CHEST OF PRESERVING 
  Wondrous Item, Common 
  Food and other perishable items do not age or decay while 
  inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet 
  wide, and 1 foot tall with a half-barrel lid. The chest has a lock, 
  which can be picked with thieves' tools and a successful DC 15 
  Dexterity check. Smashing the lock or any other part of the 
  chest renders it nonmagical. 
  Location. This magic item is found in L10, A5C. 
   
  CHIME OF OPENING 
  Wondrous Item, Rare 
  This hollow metal tube measures about 1 foot long and weighs 
  1 pound. You can strike it as an action, pointing it at an object 
  within 120 feet of you that can be opened, such as a door, lid, 
  or lock. The chime issues a clear tone, and one lock or latch on 
  the object opens unless the sound can't reach the object. If no 
  locks or latches remain, the object itself opens. 
  The chime can be used ten times. After the tenth time it cracks 
  and becomes useless. 
  Location. This magic item is found in L20, A12B. 
   
  CIRCLET OF BLASTING 
  Wondrous item, rare 
  While wearing this circlet, you can use an action to cast the 
  scorching ray spell with it. When you make the spell's attacks, 
  you do so with an attack bonus of +5. The circlet can't be used 
  again this way until the next dawn. 
  Location. This magic item is found in L1, Area 39A. 
   
  CLOAK OF ELVENKIND 
  Wondrous Item, Uncommon (Requires Attunement) 
  While you wear this cloak with its hood up, Wisdom 
  (Perception) checks made to see you have disadvantage. and 
  you have advantage on Dexterity (Stealth) checks made to hide, 
  as the cloak's color shifts to camouflage you. Pulling the hood 
  up or down requires an action. 
  Location. This magic item is found in L10, A17D.  
   
  CLOAK OF THE BAT 
  Wondrous Item, Rare (Requires Attunement) 
  While wearing this cloak, you have advantage on Dexterity 
  (Stealth) checks. In an area of dim light or darkness, you can 
  grip the edges of the cloak with both hands and use it to fly at a 
  speed of 40 feet. If you ever fail to grip the cloak's edges while 
  flying in this way, or if you are no longer in dim light or 
  darkness, you lose this flying speed. 
  While wearing the cloak in an area of dim light or darkness, 
  you can use your action to cast polymorph on yourself, 
  transforming into a bat. While you are in the form of the bat, 
  you retain your Intelligence, Wisdom, and Charisma scores. 
  The cloak can't be used this way again until the next dawn. 
  Location. This magic item is found in L18, A33.  
   
  CLOAK OF THE MANTA RAY 
  Wondrous Item, Uncommon 
  While wearing this cloak with its hood up, you can 
  breathe underwater, and you have a swimming speed of 
  60 feet. Pulling the hood up or down requires an action.  
  Location. This magic item is gifted by the kuo-toa in 
  SK, Area 10 after feeding him. 
   
  DAGGER OF BLINDSIGHT 
  Dagger, Rare (Requires Attunement) 
  The creature attuned to this dagger gains blindsight out to a 
  range of 30 feet. The dagger has a saw-toothed edge and a black 
  pearl nested in its pommel. 
  Location. This magic item is carried by Skella Ironeye, the 
  duergar leader in L6, Area 15. 
   
  DAGGER OF VENOM 
  Dagger, Rare 
  You gain a +1 bonus to attack and damage rolls made with this 
  magic weapon. 
  You can use an action to cause thick, black poison to coat the 
  blade. The poison remains for 1 minute or until an attack using 
  this weapon hits a creature. That creature must succeed on a DC 
  15 Constitution saving throw or take 2d10 poison damage and 
  become poisoned for 1 minute. The dagger can't be used this 
  way again until the next dawn. 
  Location. This item can be found in L11, A7E. 
   
   
   
  
   
  283 
  DECANTER OF ENDLESS WATER 
  Wondrous Item, Uncommon 
  This stoppered flask sloshes when shaken, as if it contains 
  water. The decanter weighs 2 pounds. 
  You can use an action to remove the stopper and speak one 
  of three command words, whereupon an amount of fresh water 
  or salt water (your choice) pours out of the flask. The water 
  stops pouring out at the start of your next turn. Choose from the 
  following options: 
  • "Stream" produces 1 gallon of water. 
  • "Fountain" produces 5 gallons of water. 
  • "Geyser" produces 30 gallons of water that gushes forth in a 
  geyser 30 feet long and 1 foot wide. As a bonus action while 
  holding the decanter, you can aim the geyser at a creature you 
  can see within 30 feet of you. The target must succeed on a 
  DC 13 Strength saving throw or take 1d4 bludgeoning 
  damage and fall prone. Instead of a creature, you can target 
  an object that isn't being worn or carried and that weighs no 
  more than 200 pounds. The object is either knocked over or 
  pushed up to 15 feet away from you. 
   
  Location. This magic item is found in L22, A15. 
   
  DODECAHEDRON OF DOOM  
  Wondrous Item, rare 
  This twelve-sided metal die is 12 inches across and bears the 
  numbers 1 through 12 engraved on its pentagonal sides. The 
  dodecahedron contains arcane clockwork mechanisms that whir 
  and click whenever the die is cast. 
  The dodecahedron can be hurled up to 60 feet as an action. A 
  random magical effect occurs when the die comes to rest after 
  rolling across the ground for at least 10 feet. If an effect requires 
  a target and no eligible target is within range, nothing happens. 
  Spells cast by the dodecahedron require no components. Roll a 
  d12 and consult the following table to determine the effect: 
  1-2. The dodecahedron explodes and is destroyed. Each 
  creature within 20 feet of the exploding die must make a DC 13 
  Dexterity saving throw, taking 40 (9d8) force damage on a 
  failed save, or half as much damage on a successful one. 
  3-4. The dodecahedron casts light on itself. The effect lasts 
  until a creature touches the die. 
  5-6. The dodecahedron casts ray of frost (+5 to hit), targeting 
  a random creature within 60 feet of it that doesn't have total 
  cover against the attack. 
  7-8. The dodecahedron casts shocking grasp (+5 to hit) on the 
  next creature that touches it. 
  9-10. The dodecahedron casts darkness on itself. The effect 
  has a duration of 10 minutes. 
  11-12. The next creature to touch the dodecahedron gains 
  1d10 temporary hit points that last for 1 hour. 
  Location. This magic item is found in L13, A3. 
   
  DREAD HELM 
  Wondrous Item, Common 
  This fearsome steel helm makes your eyes glow red while you 
  wear it. 
  Location. This item can be found in L11, A17D. 
   
  DRIFTGLOBE 
  Wonderous item, uncommon 
  This small sphere of thick glass weighs 1 pound. If you are 
  within 60 feet of it, you can speak its command word and cause 
  it to emanate the light or daylight spell. Once used, the daylight 
  effect can't be used again until the next dawn. 
  You can speak another command word as an action to make 
  the illuminated globe rise into the air and float no more than 5 
  feet off the ground. The globe hovers in this way until you or 
  another creature grasps it. If you move more than 60 feet from 
  the hovering globe, it follows you until it is within 60 feet of 
  you. It takes the shortest route to do so. If prevented from 
  moving, the globe sinks gently to the ground and becomes 
  inactive, & its light winks out. 
  Location. This magic item is found in L1, A17. 
   
  DUST OF DISAPPEARANCE 
  Wondrous Item, Uncommon 
  Found in a small packet, this powder resembles very fine sand. 
  There is enough of it for one use. When you use an action to 
  throw the dust into the air, you and each creature and object 
  within 10 feet of you become invisible for 2d4 minutes. The 
  duration is the same for all subjects, and the dust is consumed 
  when its magic takes effect. If a creature affected by the dust 
  attacks or casts a spell, invisibility ends for that creature.  
  Location. This magic item is located in L2, A26E. 
   
  DWARVEN THROWER 
  Warhammer, Very Rare (Requires Attunement by a Dwarf) 
  You gain a +3 bonus to attack and damage rolls made with this 
  magic weapon. It has the thrown property with a normal range 
  of 20 feet and a long range of 60 feet. When you hit with a 
  ranged attack using this weapon, it deals an extra 1d8 damage 
  or, if the target is a giant, 2d8 damage. Immediately after the 
  attack, the weapon flies back to your hand. 
  Location. This magic item is found in L15, A27, wielded by 
  Zorak Lightdrinker, the dwarf vampire. 
   
  ELEMENTAL GEM OF AIR 
  Wondrous Item, Uncommon 
  This gem contains a mote of elemental energy. When you use 
  an action to break the gem, an air elemental is summoned as if 
  you had cast the conjure elemental spell, and the gem's magic 
  is lost.  
  Location. This magic item is found in L7, A13C. 
   
  ELEMENTAL GEM OF FIRE 
  Wondrous Item, Uncommon 
  This gem contains a mote of elemental energy. When you use 
  an action to break the gem, a fire elemental is summoned as if 
  you had cast the conjure elemental spell, and the gem's magic 
  is lost. 
  Location. This magic item is found in L15, A31. 
   
  ELEMENTAL GEM OF WATER 
  Wondrous Item, Uncommon 
  This gem contains a mote of elemental energy. When you use 
  an action to break the gem, a water elemental is summoned as 
  if you had cast the conjure elemental spell, and the gem's magic 
  is lost. 
  Location. This magic item is located in L3, Area 20E. 
   
   
   
  
   
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  FIGURINE OF WONDROUS POWER (ONYX DOG) 
  Wondrous Item, Rare 
  A figurine of wondrous power is a statuette of a beast small 
  enough to fit in a pocket. If you use an action to speak the 
  command word and throw the onyx dog figurine to a point on 
  the ground within 60 feet of you, the figurine becomes a living 
  creature for up to 6 hours. If the space where the creature would 
  appear is occupied by other creatures or objects, or if there isn't 
  enough space for the creature, the figurine doesn't become a 
  creature.  
  The onyx dog becomes a mastiff that has an Intelligence of 
  8 and can speak Common. It also has dark vision out to a range 
  of 60 feet and can see invisible creatures and objects within that 
  range. The mastiff is friendly to you and your companions. It 
  understands your languages and obeys your spoken commands. 
  If you issue no commands, it defends itself but takes no other 
  actions.  
  After six hours, the mastiff reverts to its figurine form. It also 
  reverts to a figurine early if it drops to 0 hit points or if you use 
  an action to speak the command word again while touching it. 
  When the mastiff becomes a figurine again, its property can't be 
  used again until 7 days have passed. 
  Location. This magic item is found in L15, A35. 
   
  GAUNTLETS OF OGRE POWER 
  Wondrous Item, Uncommon (Requires Attunement) 
  Your Strength score is 19 while you wear these gauntlets. They 
  have no effect on you if your Strength is already 19 or higher 
  without them. 
  Location. This magic item is found in L10, A29C.  
   
  GEM OF BRIGHTNESS 
  Wondrous Item, Uncommon 
  This prism has 50 charges. While you are holding it, you can 
  use an action to speak one of three command words to cause 
  one of the following effects: 
  • The first command word causes the gem to shed bright light 
  in a 30-foot radius and dim light for an additional 30 feet. 
  This effect doesn't expend a charge. It lasts until you use a 
  bonus action to repeat the command word or until you use 
  another function of the gem. 
  • The second command word expends 1 charge and causes the 
  gem to fire a brilliant beam of light at one creature you can 
  see within 60 feet of you. The creature must succeed on a DC 
  15 Constitution saving throw or become blinded for 1 minute. 
  The creature can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success. 
  • The third command word expends 5 charges and causes the 
  gem to flare with blinding light in a 30-foot cone originating 
  from it. Each creature in the cone must make a saving throw 
  as if struck by the beam created with the second command 
  word. 
   
  When all of the gem's charges are expended, the gem 
  becomes a nonmagical jewel worth 50 gp. 
  Location. This magic item is found in L19, A11B. 
   
  GEM OF SEEING 
  Wondrous Item, Rare (Requires Attunement) 
  This gem has 3 charges. As an action, you can speak the gem's 
  command word and expend 1 charge. For the next 10 minutes, 
  you have truesight out to 120 feet when you peer through the 
  gem. The gem regains 1d3 expended charges daily at dawn. 
  Location. This item is found in L9, A23. 
   
  GLOVES OF MISSILE SNARING  
  Wondrous Item, Uncommon (Requires Attunement) 
  These gloves seem to almost meld into your hands when you 
  don them. When a ranged weapon attack hits you while you're 
  wearing them, you can use your reaction to reduce the damage 
  by 1d10 + your Dexterity modifier, provided that you have a 
  free hand. If you reduce the damage to 0, you can catch the 
  missile if it is small enough for you to hold in that hand. 
  Location. This magic item is found in L12, A8A. 
   
  HAT OF WIZARDRY 
  Wondrous Item, Common (requires attunement by a wizard) 
  This antiquated, cone-shaped hat is adorned with gold crescent 
  moons and stars. While you are wearing it, you gain the 
  following benefits: 
  • You can use the hat as a spellcasting focus for your wizard 
  spells. 
  • You can try to cast a cantrip that you don't know. The cantrip 
  must be on the wizard spell list, and you must make a DC 10 
  Intelligence (Arcana) check. If the check succeeds, you cast 
  the spell. If the check fails, so does the spell, and the action 
  used to cast the spell is wasted. Regardless, you can't use this 
  property again until you finish a long rest. 
   
  Additional Loot. This magic item is added to L3, 10H. 
   
  HEADBAND OF INTELLECT 
  Wondrous Item, Uncommon (Requires Attunement) 
  Your Intelligence score is 19 while you wear this headband. It 
  has no effect on you if your Intelligence is already 19 or higher 
  without it. 
  Location. This item can be found in L8, Area 21C. 
   
  HELM OF THE SCAVENGER 
  Wondrous Item, Legendary (Requires Attunement by a 
  spellcaster) 
  This ornate chair is designed to propel and maneuver a ship 
  through space. 
  Passive Properties. The following properties of the helm 
  come into play even when no creature is attuned to it:  
  • When placed aboard a vessel weighing between 1 and 100 
  tons, the helm generates an envelope of fresh air around the 
  ship while it is in the void of space (but not underwater). This 
  envelope extends out from the edges of the hull in all 
  directions for a distance equal in length to the vessel's beam, 
  so that creatures aboard and near the ship can breathe 
  normally in space. The temperature within the air envelope is 
  70 degrees Fahrenheit. 
  • When placed aboard a vessel weighing between 1 and 100 
  tons, the helm generates an artificial gravity field while the 
  ship is in the void of space, so that creatures can walk on the 
  ship's decks as they normally would. Creatures and objects 
  that fall overboard bob in a gravity plane that extends out 
  from the main deck for a distance equal in length to the 
  vessel's beam. 
   
  
   
  285 
  Active Properties. The sensation of being attuned to the helm 
  is akin to being immersed in warm water. While attuned to the 
  helm, you gain the following abilities while you sit in it: 
  • You can use the helm to propel the vessel across or through water 
  and other liquids at a maximum speed in miles per hour equal to 
  your highest-level unexpended spell slot. 
  • You can use the helm to propel the vessel through air or space at a 
  maximum speed in miles per hour equal to your highest-level 
  unexpended spell slot × 10. 
  • Provided you have at least one unexpended spell slot, you can steer 
  the vessel, albeit in a somewhat clumsy fashion, in much the same 
  way that oars or a rudder can maneuver a seafaring ship. 
  • Whenever you like, you can see what's happening on and around the 
  vessel as though you were standing in a location of your choice 
  aboard it.  
   
  Drawback. While attuned to the helm, you cannot expend 
  your own spell slots. 
  Location. This magic item is found in L23, A20.  
   
  HIDE ARMOR OF LIGHTNING RESISTANCE 
  Medium Armor, Rare (Requires Attunement) 
  While wearing this armor, your AC equals 12 + your Dexterity 
  modifier (up to a bonus of +2), and you have resistance to 
  lightning damage. 
  Location. This magic item is found in L5, Area 6B. 
   
  HORN OF THE ENDLESS MAZE  
  Wondrous Item, Rare 
  You can use an action to blow this horn. In response, 3d4+3 
  warrior spirits from the Abyss appear within 60 feet of you. 
  They look like Minotaurs and use the statistics of a berserker. 
  They return to the Abyss after 1 hour or when they drop to 0 hit 
  points. Once you use the horn, it can't be used again until 7 days 
  have passed. 
  If you blow the horn without having proficiency with all 
  simple weapons, the summoned berserkers attack you. If you 
  meet the requirement, they are friendly to you and your 
  companions and follow your commands. 
  Location. This magic item is carried by Maku on L12, A8. 
   
  HORNED RING 
  Ring, Very Rare (Requires Attunement) 
  Allows an attuned wearer to ignore Undermountain's magical 
  restrictions (see "Alterations to Magic"). 
  Location. This magic item is found in L23, A29. It's also 
  carried by Maddgoth on L7. 
   
  INSTRUMENT OF THE BARDS, ANSTRUTH HARP 
  Wondrous Item, Very Rare (Requires Attunement by a Bard) 
  You can use an action to play the instrument and cast one of its 
  spells. Once the instrument has been used to cast a spell, it can't 
  be used to cast that spell again until the next dawn. The spells 
  use your spellcasting ability and spell save DC. A creature that 
  attempts to play the instrument without being attuned to it must 
  succeed on a DC 15 Wisdom saving throw or take 2d4 psychic 
  damage. 
  You can play the instrument while casting a spell that causes 
  any of its targets to be charmed on a failed saving throw, 
  thereby imposing disadvantage on the save. This effect applies 
  only if the spell has a somatic or a material component. 
  The harp can be used to cast the following spells: control 
  weather, cure wounds (5th level), fly, invisibility, levitate, 
  protection from evil and good, and wall of thorns.  
  Location. This magic item is found in L23, A17.  
  INSTRUMENT OF THE BARDS, FOCHLUCAN BANDORE 
  Wondrous Item, Uncommon (Requires Attunement by a Bard) 
  An instrument of the bards is an exquisite example of its kind, 
  superior to an ordinary instrument in every way. Seven types of 
  these instruments exist, each named after a legendary bard 
  college. A creature that attempts to play the instrument without 
  being attuned to it must succeed on a DC 15 Wisdom saving 
  throw or take 2d4 psychic damage. 
  You can use an action to play the instrument and cast one of 
  its spells. Once the instrument has been used to cast a spell, it 
  can't be used to cast that spell again until the next dawn. The 
  spells use your spellcasting ability and spell save DC. 
  You can play the instrument while casting a spell that causes 
  any of its targets to be charmed on a failed saving throw, 
  thereby imposing disadvantage on the save. This effect applies 
  only if the spell has a somatic or a material component. 
  All instruments of the bards can be used to cast the following 
  spells: fly, invisibility, levitate, and protection from evil and 
  good. In addition, the Fochlucan bandore can be used to cast 
  entangle, faerie fire, shillelagh, and speak with animals. 
  Additional Loot. This item is added to L14, A39C. 
   
  IOUN STONE OF INSIGHT 
  Wondrous Item, Very Rare (Requires Attunement) 
  An Ioun stone is named after Ioun, god of knowledge and 
  prophecy, who is revered on some worlds. Many types of Ioun 
  stone exist, each type a distinct combination of shape and color. 
  When you use an action to toss one of these stones into the 
  air, the stone orbits your head at a distance of 1d3 feet and 
  confers a benefit to you. Thereafter, another creature must use 
  an action to grasp or net the stone to separate it from you, either 
  by making a successful attack roll against AC 24 or a successful 
  DC 24 Dexterity (Acrobatics) check. You can use an action to 
  seize and stow the stone, ending its effect. 
  A stone has AC 24, 10 hit points, and resistance to all damage. 
  It is considered to be an object that is being worn while it orbits 
  your head. 
  Your Wisdom score increases by 2, to a maximum of 20, 
  while this incandescent blue sphere orbits your head. 
  Location. This magic item is found in L22, A41. 
   
  IOUN STONE OF INTELLECT 
  Wondrous Item, Very Rare (Requires Attunement) 
  When you use an action to toss one of these stones into the air, 
  the stone orbits your head at a distance of 1d3 feet and confers 
  a benefit to you. Thereafter, another creature must use an action 
  to grasp or net the stone to separate it from you, either by 
  making a successful attack roll against AC 24 or a successful 
  DC 24 Dexterity (Acrobatics) check. You can use an action to 
  seize and stow the stone, ending its effect. 
  A stone has AC 24, 10 hit points, and resistance to all 
  damage. It is considered to be an object that is being worn while 
  it orbits your head. 
  Your Intelligence score increases by 2, to a maximum of 20, 
  while this marbled scarlet and blue sphere orbits your head. 
  Location. This item is the reward of attaining first place in 
  the High Wizard Tournament in Level 9.  
   
   
   
  
   
  286 
  MACE OF SMITING 
  Mace, Rare 
  You gain a +1 bonus to attack and damage rolls made with this 
  magic weapon. The bonus increases to +3 when you use the 
  mace to attack a construct. 
  When you roll a 20 on an attack roll made with this weapon, 
  the target takes an extra 7 bludgeoning damage, or an extra 14 
  bludgeoning damage if it's a construct. If a construct has 25 hit 
  points or fewer after taking this damage, it is destroyed. 
  Location. This magic item is found in L21, A24. 
   
  MANUAL OF GAINFUL EXERCISE  
  Wondrous Item, very rare 
  This book describes fitness exercises, and its words are charged 
  with magic. If you spend 48 hours over a period of 6 days or 
  fewer studying the book's contents and practicing its guidelines, 
  your Strength score increases by 2, as does your maximum for 
  that score. The manual then loses its magic, but regains it in a 
  century. 
  Location. This magic item is found in L16, A22. 
   
  MARINER'S ARMOR 
  Scale Mail, Uncommon 
  While wearing this armor, you have a swimming speed equal to 
  your walking speed. In addition, whenever you start your turn 
  underwater with 0 hit points, the armor causes you to rise 60 
  feet toward the surface.  
  Location. This magic item is found in L19, A1.  
   
  MITHRAL CHAIN SHIRT 
  Medium Armor, Uncommon 
  Mithral is a light, flexible metal. This chain shirt does not 
  impose disadvantage on Dexterity (Stealth) checks, nor does it 
  have a Strength requirement.  
  Location. This magic item is found in L18, A15. 
   
  MITHRAL PLATE ARMOR 
  Heavy Armor, Uncommon 
  Mithral plate armor is flexible and does not impose 
  disadvantage on Dexterity (Stealth) checks. It requires a 
  Strength score of 15 to wear and grants an AC of 18. 
  Location. This magic item is worn by Zress Orlezziir on 
  L10, likely in Area 25B.  
   
  NECKLACE OF FIREBALLS 
  Wondrous Item, Rare 
  This necklace has up to 1d6+3 beads hanging from it. You can 
  use an action to detach a bead and throw it up to 60 feet away. 
  When it reaches the end of its trajectory, the bead detonates as 
  a 3rd-level fireball spell (save DC 15). 
  You can hurl multiple beads, or even the whole necklace, as 
  one action. When you do so, increase the level of the fireball by 
  1 for each bead beyond the first. 
  Location. This magic item is found in L15, A31. 
   
  NINE LIVES STEALER 
  Weapon, Very Rare (Requires Attunement) 
  You gain a +2 bonus to attack and damage rolls made with this 
  magic weapon. The sword has 1d8+1 charges. If you score a 
  critical hit against a creature that has fewer than 100 hit points, 
  it must succeed on a DC 15 Constitution saving throw or be 
  slain instantly as the sword tears its life force from its body (a 
  construct or an undead is immune). The sword loses 1 charge if 
  the creature is slain. When the sword has no charges remaining, 
  it loses this property. 
  Location. This magic item is found in L22, A34A. 
   
  NOLZUR'S MARVELOUS PIGMENTS  
  Wondrous Item, very rare 
  Typically found in 1d4 pots inside a fine wooden box with a 
  brush (weighing 1 pound in total), these pigments allow you to 
  create three-dimensional objects by painting them in two 
  dimensions. The paint flows from the brush to form the desired 
  object as you concentrate on its image. 
  Each pot of paint is sufficient to cover 1,000 square feet of a 
  surface, which lets you create inanimate objects or terrain 
  features—such as a door, a pit, flowers, trees, cells, rooms, or 
  weapons—that are up to 10,000 cubic feet. It takes 10 minutes 
  to cover 100 square feet. 
  When you complete the painting, the object or terrain feature 
  depicted becomes a real, nonmagical object. Thus, painting a 
  door on a wall creates an actual door that can be opened to 
  whatever is beyond. Painting a pit on a floor creates a real pit, 
  and its depth counts against the total area of objects you create. 
  Nothing created by the pigments can have a value greater 
  than 25 gp. If you paint an object of greater value (such as a 
  diamond or a pile of gold), the object looks authentic, but close 
  inspection reveals it is made from paste, bone, or some other 
  worthless material. 
  If you paint a form of energy such as fire or lightning, the 
  energy appears but dissipates as soon as you complete the 
  painting, doing no harm to anything. 
  Location. This magic item is found in L13, A7B. 
   
  OIL OF SLIPPERINESS 
  Potion, Uncommon 
  This sticky black unguent is thick and heavy in the container, 
  but it flows quickly when poured. The oil can cover a Medium 
  or smaller creature, along with the equipment it's wearing and 
  carrying (one additional vial is required for each size category 
  above Medium). Applying the oil takes 10 minutes. The 
  affected creature then gains the effect of a freedom of 
  movement spell for 8 hours.  
  Alternatively, the oil can be poured on the ground as an 
  action, where it covers a 10-foot square, duplicating the effect 
  of the grease spell in that area for 8 hours. 
  Location. This magic item is found in L10, A11G.  
   
  ORB OF DIRECTION 
  Wondrous Item, Common 
  While holding this orb, you can use an action to determine 
  which way is north. This property functions only on the 
  Material Plane. 
  Location. This magic item is found in L19, A11B.  
   
   
   
  
   
  287 
  ORB OF GONGING  
  Wondrous Item, common 
  This common wondrous item is a hollow, 5-inch-diameter orb 
  that weighs 5 pounds. Its outer shell is composed of notched 
  bronze rings, which can be turned so that the notches line up. 
  Aligning the notches requires an action, and doing so causes the 
  orb to gong loudly until the notches are no longer aligned. The 
  sounds are spaced 6 seconds apart and can be heard out to a 
  range of 600 feet. 
  Location. This magic item is found in L13, A3. 
   
  PEARL OF POWER 
  Wondrous Item, Uncommon (Requires Attunement by a 
  spellcaster) 
  While this pearl is on your person, you can use an action to 
  speak its command word and regain one expended spell slot. If 
  the expended slot was of 4th level or higher, the new slot is 3rd 
  level. Once you have used the pearl, it can't be used again until 
  the next dawn. 
  Location. This item is the reward of attaining third place in 
  the High Wizard Tournament in Level 9.  
   
  PHILTER OF LOVE 
  Potion, Uncommon 
  The next time you see a creature within 10 minutes after 
  drinking this philter, you become charmed by that creature for 
  1 hour. If the creature is of a species and gender you are 
  normally attracted to, you regard it as your true love while you 
  are charmed. This potion's rose-hued, effervescent liquid 
  contains one easy-to-miss bubble shaped like a heart. 
  Additional Loot. This item is found in L2, A2B & L10, A4.  
   
  PIPE OF SMOKE MONSTERS 
  Wondrous Item, Common 
  While smoking this pipe, you can use an action to exhale a puff 
  of smoke that takes the form of a single creature, such as a 
  dragon, a flumph, or a froghemoth. The form must be small 
  enough to fit in a 1-foot cube and loses its shape after a few 
  seconds, becoming an ordinary puff of smoke. 
  Location. This magic item is found in L4, A23. 
   
  POLE OF ANGLING 
  Wondrous Item, Common 
  While holding this orb, you can use an action to determine 
  which way is north. This property functions only on the 
  Material Plane. 
  Location. This magic item is found in L19, A1C.  
   
  POT OF AWAKENING 
  Wondrous Item, Common 
  If you plant an ordinary shrub in this 10-pound lay pot and let 
  it grow for 30 days, the shrub magically transforms into an 
  awakened shrub at the end of that time. When the shrub 
  awakens, its roots break the pot, destroying it. 
  The awakened shrub is friendly toward you. Absent 
  commands from you, it does nothing.  
  Location. This magic item is found in L2, A26A. 
   
  POTION OF ANIMAL FRIENDSHIP 
  Potion, Uncommon 
  When you drink this potion, you can cast the animal friendship 
  spell (save DC 13) for 1 hour at will. Agitating this muddy 
  liquid brings little bits into view: a fish scale, a hummingbird 
  tongue, a cat claw, or a squirrel hair. 
  Location. This magic item is located in L3, A21S. 
   
  POTION OF CLOUD GIANT STRENGTH 
  Potion, Very Rare 
  When you drink this potion, your Strength score changes to 27 
  for 1 hour. The potion has no effect on you if your Strength is 
  equal to or greater than that score. This potion's transparent 
  liquid has floating in it a sliver of fingernail from a cloud giant. 
  Location. This magic item is found in L22, A37. 
   
  POTION OF DIMINUTION 
  Potion, Uncommon 
  When you drink this potion, you gain the "reduce" effect of the 
  enlarge/reduce spell for 1d4 hours (no concentration required). 
  The red in the potion's liquid continuously contracts to a tiny 
  bead and then expands to color the clear liquid around it. 
  Shaking the bottle fails to interrupt this process. 
  Location. This item is found in L10, A4 (as additional loot) 
  and on L13, A12C.  
   
  POTION OF FIRE BREATH 
  Potion, Uncommon 
  After drinking this potion, you can use a bonus action to exhale 
  fire at a target within 30 feet of you. The target must make a DC 
  13 Dexterity saving throw, taking 4d6 fire damage on a failed 
  save, or half as much damage on a successful one. The effect 
  ends after you exhale the fire three times or when 1 hour has 
  passed.  
  This potion's orange liquid flickers, and smoke fills the top of 
  the container and wafts out whenever it is opened.  
  Location. This magic item is found in L7, Area 43B.  
   
  POTION OF HEALING 
  Potion, Common 
  You regain 2d4+2 hit points when you drink this potion. The 
  potion's red liquid glimmers when agitated.  
  Location. This magic item is found in: 
  • L2, A13G 
  • L3, A20B 
  • L10, A4, A19C, & A22B 
  • L12, A19C 
  • L19, A13B 
   
  Greater Healing. You instead regain 4d4+4 hit points. This 
  variant is found in: 
  • L9, A31 
  • L10, A11C 
  • L16, A8 
   
  Superior Healing. You instead gain 8d4+8 hit points. This 
  variant is found in L20, 4B. 
  Supreme Healing. You instead gain 10d4+20 hit points. This 
  variant is found in: 
  • L11, A12 
  • L17, A7C 
  • L22, A8 
   
   
   
  
   
  288 
  POTION OF INVISIBILITY 
  Potion, Very Rare 
  This potion's container looks empty but feels as though it holds 
  liquid. When you drink it, you become invisible for 1 hour. 
  Anything you wear or carry is invisible with you. The effect 
  ends early if you attack or cast a spell. 
  Location. This magic item is found in L7, A45 & L22, A16B. 
   
  POTION OF LONGEVITY  
  Potion, very rare 
  When you drink this potion, your physical age is reduced by 
  1d6+6 years, to a minimum of 13 years. Each time you 
  subsequently drink a potion of longevity, there is 10 percent 
  cumulative chance that you instead age by 1d6+6 years. 
  Suspended in this amber liquid are a scorpion's tail, an adder's 
  fang, a dead spider, and a tiny heart that, against all reason, is 
  still beating. These ingredients vanish when the potion is 
  opened. 
  Location. This magic item is found in L13, A12C. 
   
  POTION OF MIND READING 
  Potion, Rare 
  When you drink this potion, you gain the effect of the detect 
  thoughts spell (save DC 13). The potion's dense, purple liquid 
  has an ovoid cloud of pink floating in it. 
  Location. This magic item is found in L20, A4B. 
   
  POTION OF POISON 
  Potion, Uncommon 
  This concoction looks, smells, and tastes like a potion of 
  healing or other beneficial potion. However, it is actually 
  poison masked by illusion magic. An identify spell reveals its 
  true nature. 
  If you drink it, you take 3d6 poison damage, and you must 
  succeed on a DC 13 Constitution saving throw or be poisoned. 
  At the start of each of your turns while you are poisoned in this 
  way, you take 3d6 poison damage. At the end of each of your 
  turns, you can repeat the saving throw. On a successful save, 
  the poison damage you take on your subsequent turns decreases 
  by 1d6. The poison ends when the damage decreases to 0. 
  Location. This item is sold by Nightshade in SK, A34. 
   
  POTION OF RESISTANCE 
  Potion, Uncommon 
  When you drink this potion, you gain resistance to a particular 
  damage type for 1 hour, as determined by the potion's creator.  
  Acid. This variant is found in L17, A13A. 
  Fire. This variant is found is in L15, A24. 
  Force. This variant is found in L20, A20. 
  Lightning. This variant is found in L2, 7C, L10, A4, & L20, 
  A20. 
   
  POTION OF VITALITY  
  Potion, Very Rare 
  When you drink this potion, it removes any exhaustion you are 
  suffering and cures any disease or poison affecting you. For the 
  next 24 hours, you regain the maximum number of hit points 
  for any Hit Die you spend. The potion's crimson liquid regularly 
  pulses with dull light, calling to mind a heartbeat. 
  Location. This magic item is found in L10, A19I. 
   
  POTION OF WATER BREATHING 
  Potion, Uncommon 
  You can breathe underwater for 1 hour after drinking this 
  potion. Its cloudy green fluid smells of the sea and has a 
  jellyfish-like bubble floating in it. 
  Location. This magic item is found in L3, A9B. Additionally, 
  the headmaster of L9 can scrounge up six of these potions for 
  the second challenge of the High Wizard Tournament event.  
   
  PROFESSOR ORB 
  Wondrous Item, Rare 
  Each professor orb takes the form of a smooth, solid, 5-pound 
  sphere of smoky gray quartz about the size of a grapefruit. Close 
  examination reveals two or more pinpricks of silver light deep 
  inside the sphere. 
  A Professor Orb is sentient and has the personality of a 
  scholar. Its alignment is determined by rolling on the alignment 
  table in the "Sentient Magic Items" section in chapter 7 of the 
  Dungeon Master's Guide. Regardless of its disposition, the orb 
  has an Intelligence of 18, and Wisdom and Charisma scores 
  determined by rolling 3d6 for each ability. The orb speaks, 
  reads, and understands four languages, and can see and hear 
  normally out to a range of 60 feet. Unlike most sentient items, 
  the orb has no will of its own and can't initiate a conflict with 
  the creature in possession of it. 
  A professor orb has extensive knowledge of four narrow 
  academic subjects. When making an Intelligence check to recall 
  lore from any of its areas of expertise, the orb has a +9 bonus to 
  its roll (including its Intelligence modifier). 
  In addition to the knowledge it possesses, a professor orb can 
  cast the mage hand cantrip at will. It uses the spell only to 
  transport itself. Its spellcasting ability is Intelligence. 
  Location. This item is found in L9, A37.  
   
  QUAAL'S FEATHER TOKEN (SWAN BOAT) 
  Wondrous Item, Rare 
  You can use an action to touch the token to a body of water at 
  least 60 feet in diameter. The token disappears, and a 50-foot-
  long, 20-foot-wide boat shaped like a swan takes its place. The 
  boat is self-propelled and moves across water at a speed of 6 
  miles per hour.  
  You can use an action while on the boat to command it to 
  move or to turn up to 90 degrees. The boat can carry up to thirty-
  two Medium or smaller creatures. A Large creature counts as 
  four Medium creatures, while a Huge creature counts as nine. 
  The boat remains for 24 hours and then disappears. You can 
  dismiss the boat as an action. 
  Location. This magic item is rewarded by the Mad Mage for 
  completing Halaster's Game on L3.  
   
  QUAAL'S FEATHER TOKEN (TREE) 
  Wondrous Item, Rare 
  This tiny object looks like a feather. You must be outdoors to 
  use this token. You can use an action to touch it to an 
  unoccupied space on the ground. The token disappears, and in 
  its place a nonmagical oak tree springs into existence. The tree 
  is 60 feet tall and has a 5-foot-diameter trunk, and its branches 
  at the top spread out in a 20-foot radius. 
  Location. This magic item is found in L17, A13A.  
   
   
   
  
   
  289 
  QUIVER OF EHLONNA 
  Wondrous Item, Uncommon 
  Each of the quiver's three compartments connects to an 
  extradimensional space that allows the quiver to hold numerous 
  items while never weighing more than 2 pounds. The shortest 
  compartment can hold up to sixty arrows, bolts, or similar 
  objects. The midsize compartment holds up to eighteen javelins 
  or similar objects. The longest compartment holds up to six long 
  objects, such as bows, quarterstaffs, or spears.You can draw any 
  item the quiver contains as if doing so from a regular quiver or 
  scabbard. 
  Additional Loot. This item is added to L14, A15. 
   
  RING OF JUMPING 
  Ring, Uncommon (Requires Attunement) 
  While wearing this ring, you can cast the jump spell from it as 
  a bonus action at will, but can target only yourself when you do 
  so. 
  Additional Loot. This item is added to L14, A30. 
   
  RING OF SWIMMING 
  Ring, Uncommon 
  You have a swimming speed of 40 feet while wearing this ring. 
  Location. This magic item is found in L2, Area 19B. 
   
  RING OF X-RAY VISION 
  Ring, Rare (Requires Attunement) 
  While wearing this ring, you can use an action to speak its 
  command word. When you do so, you can see into and through 
  solid matter for 1 minute. This vision has a radius of 30 feet. To 
  you, solid objects within that radius appear transparent and 
  don't prevent light from passing through them. The vision can 
  penetrate 1 foot of stone, 1 inch of common metal, or up to 3 
  feet of wood or dirt. Thin sheets of lead and thicker substances 
  block the vision. 
  Whenever you use the ring again before taking a long rest, 
  you must succeed on a DC 15 Constitution saving throw or gain 
  one level of exhaustion. 
  Location. This magic item is found in L20, A13D. 
   
  ROD OF LORDLY MIGHT 
  Rod, Legendary (Requires Attunement) 
  This rod has a flanged head, and it functions as a magic mace 
  that grants a +3 bonus to attack and damage roll made with it. 
  The rod has properties associated with six different buttons that 
  are set in a row along the haft as well as three other properties. 
  Six Buttons. You can press one of the rod's six buttons as a 
  bonus action. A button's effect lasts until you push a different 
  button or until you push the same button again, which causes 
  the rod to revert to its normal form. 
  • If you press button 1, the rod becomes a flame tongue as a 
  fiery blade sprouts from the end opposite the rod's flanged 
  head (you choose the type of sword). 
  • If you press button 2, the rod's flanged head folds down and 
  two crescent-shaped blades spring out, transforming the rod 
  into a magic battleaxe that grants a +3 bonus to attack and 
  damage rolls made with it. 
  • If you press button 3, the rod's flanged head folds down, a 
  spear point springs from the rod's tip, and the rod's handle 
  lengthens into a 6-foot haft, transforming the rod into a magic 
  spear that grants a+3 bonus to attack and damage rolls made 
  with it. 
  • If you press button 4, the rod transforms into a climbing pole 
  up to 50 feet long, as you specify. In surfaces as hard as 
  granite, a spike at the bottom and three hooks at the top 
  anchor the pole. Horizontal bars 3 inches long fold out from 
  the sides, 1 foot apart, forming a ladder. The pole can bear up 
  to 4,000 pounds. More weight or lack of solid anchoring 
  causes the rod to revert to its normal form. 
  • If you press button 5, the rod transforms into a handheld 
  battering ram and grants its user a +10 bonus to Strength 
  checks made to break through doors, barricades, and other 
  barriers. 
  • If you press button 6, the rod assumes or remains in its normal 
  form and indicates magnetic north. (Nothing happens if this 
  function of the rod is used in a location that has no magnetic 
  north.) It also gives you knowledge of your approximate 
  depth beneath the ground or your height above it. 
   
  Drain Life. When you hit a creature with a melee attack using 
  the rod, you can force the target to make a DC 17 Constitution 
  saving throw. On a failure, the target rakes an extra 4d6 necrotic 
  damage, and you regain a number of hit points equal to half that 
  necrotic damage. This property can't be used again until the next 
  dawn. 
  Paralyze. When you hit a creature with a melee attack using 
  the rod, you can force the target to make a DC 17 Strength 
  saving throw. On a failure, the target is paralyzed for 1 minute. 
  The target can repeat the saving throw at the end of each of its 
  turns, ending the effect on a success. This property can't be used 
  again until the next dawn. 
  Terrify. While holding the rod, you can use an action to force 
  each creature you can see within 30 feet of you to make a DC 
  17 Wisdom saving throw. On a failure, a target is frightened of 
  you for 1 minute. A frightened target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself 
  on a success. This property can't be used again until the next 
  dawn. 
  Location. This magic item is found in L23, A33.  
   
  ROD OF RULERSHIP 
  Rod, Rare (Requires Attunement) 
  You can use an action to present the rod and command 
  obedience from each creature of your choice that you can see 
  within 120 feet of you. Each target must succeed on a DC 15 
  Wisdom saving throw or be charmed by you for 8 hours. While 
  charmed in this way, the creature regards you as its trusted 
  leader. If harmed by you or your companions, or commanded 
  to do something contrary to its nature, a target ceases to be 
  charmed in this way. The rod can't be used again until the next 
  dawn. 
  Location. This item can be found in L8, Area 15C. 
   
  ROPE OF CLIMBING 
  Wondrous Item, Uncommon 
  This 60-foot length of silk rope weighs 3 pounds and can hold 
  up to 3,000 pounds. If you hold one end of the rope and use an 
  action to speak the command word, the rope animates. As a 
  bonus action, you can command the other end to move toward 
  a destination you choose. That end moves 10 feet on your turn 
  when you first command it and 10 feet on each of your turns 
  until reaching its destination, up to its maximum length away, 
  or until you tell it to stop. You can also tell the rope to fasten 
  itself securely to an object or to unfasten itself, to knot or unknot 
  itself, or to coil itself for carrying. 
  
   
  290 
  If you tell the rope to knot, large knots appear at 1-foot 
  intervals along the rope. While knotted, it shortens to a 50-foot 
  length and grants advantage on checks made to climb it. 
  The rope has AC 20 and 20 hit points. It regains 1 hit point 
  every 5 minutes as long as it has at least 1 hit point. If the rope 
  drops to 0 hit points, it is destroyed. 
  Location. This magic item is found in L4, Area 7. 
   
  SENDING STONE 
  Wondrous Item, Uncommon 
  Sending stones come in pairs, each smooth stone carved to 
  match the other so the pairing is easily recognized. While you 
  touch one stone, you can use an action to cast the sending spell 
  from it. The target is the bearer of the other stone. If no creature 
  bears the other stone, you know that fact as soon as you use the 
  stone and don't cast the spell. Once sending is cast through the 
  stones, they can't be used again until the next dawn. If one of 
  the stones in a pair is destroyed, the other one becomes 
  nonmagical. 
  Location. This magic item is found in L19, A2 & 13C.  
   
  SENTINEL SHIELD 
  Shield, Uncommon 
  While holding this shield, you have advantage on initiative rolls 
  and Wisdom (Perception) checks.  
  Location. This magic item is found in L6, A29F. 
   
  SHIELD OF THE UVEN RUNE 
  Shield, Very Rare (Requires Attunement) 
  This shield is made from the scale of an ancient white dragon. 
  It has a rune burned into its outward-facing side. A character 
  who examines the rune and succeeds on a DC 20 Intelligence 
  (History) check recognizes it as an uven ("enemy" in Giant) 
  rune that confers great power. While holding the shield, you 
  benefit from the following properties. 
  Winter's Friend. You are immune to cold damage. 
  Deadly Rebuke. Immediately after a creature hits you with a 
  melee attack, you can use your reaction to deal 3d6 necrotic 
  damage to that creature. 
  Bane. You can cast the bane spell from the shield (save DC 
  17). The spell does not require concentration and lasts for 1 
  minute. Once you cast the spell from the shield, you can't do so 
  again until you finish a short or long rest. 
  Gift of Vengeance. You can transfer the shield's magic to a 
  nonmagical weapon by tracing the uven rune on the weapon 
  with one finger. The transfer takes 8 hours of work that requires 
  the two items to be within 5 feet of each other. At the end, the 
  shield is destroyed, and the rune is etched or burned into the 
  chosen weapon. This weapon becomes a rare magic item that 
  requires attunement. It has the properties of a +1 weapon. The 
  bonus increases to +3 when the weapon is used against one of 
  the following creature types, chosen by you at the time of the 
  magic weapon's creation: aberrations, celestials, constructs, 
  dragons, elementals, fey, fiends, giants, or undead. 
  Location. This magic item is found in L23, A28.  
   
  STAFF OF DEFENSE 
  Staff, Rare (Requires Attunement) 
  This slender, hollow staff is made of glass yet is as strong as 
  oak. It weighs 3 pounds. You must be attuned to the staff to gain 
  its benefits and cast its spells. 
  While holding the staff, you have a +1 bonus to your Armor 
  Class. 
  The staff has 10 charges, which are used to fuel the spells 
  within it. With the staff in hand, you can use your action to cast 
  one of the following spells from the staff if the spell is on your 
  class's spell list: mage armor (1 charge) or shield (2 charges). 
  No components are required. 
  The staff regains 1d6+4 expended charges each day at dawn. 
  If you expend the staff's last charge, roll a d20. On a 1, the staff 
  shatters and is destroyed. 
  Location. This item is the reward of attaining second place in 
  the High Wizard Tournament in Level 9. 
   
  STAFF OF FLOWERS 
  Staff, Common 
  This wooden staff has 10 charges. While holding it, you can use 
  an action to expend 1 charge, causing a flower to sprout from a 
  patch of earth or soil within 5 feet of you, or from the staff itself. 
  Unless you choose a specific kind of flower, the staff creates a 
  mild-scented daisy. The flower is harmless and nonmagical, 
  and it grows or withers as a normal flower would. The staff 
  regains 1d6+4 expended charges daily at dawn. If you expend 
  the last charge, roll a d20. On a 1, the staff turns into flower 
  petals and is lost forever. 
  Location. This magic item is found in L5, A6F. 
   
  STAFF OF POWER 
  Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, 
  or Wizard) 
  This staff can be wielded as a magic quarterstaff that grants a 
  +2 bonus to attack and damage rolls made with it. While 
  holding it, you gain a +2 bonus to Armor Class, saving throws, 
  and spell attack rolls. 
  The staff has 20 charges for the following properties. It 
  regains 2d8+4 expended charges daily at dawn. If you expend 
  the last charge, roll a d20. On a 1, the staff retains its +2 bonus 
  to attack and damage roll but loses all other properties. On a 20, 
  the staff regain 1d8+2 charges. 
  Power Strike. When you hit with a melee attack using the 
  staff, you can expend 1 charge to deal an extra 1d6 force 
  damage to the target. 
  Spells. While holding this staff, you can use an action to 
  expend 1 or more of its charges to cast one of the following 
  spells from it, using your spell save DC and spell attack bonus: 
  cone of cold (5 charges), fireball (5th-level version, 5 charges), 
  globe of invulnerability (6 charges), hold monster (5 charges), 
  levitate (2 charges), lightning bolt (5th-level version, 5 
  charges), magic missile (1 charge), ray of enfeeblement (1 
  charge), or wall of force (5 charges). 
   
   
  
   
  291 
  STAFF OF POWER: RETRIBUTIVE STRIKE 
  Distance from Orgin 
  Effect 
  10 ft. or closer 
  8 x the number of charges in the staff 
  11-20 ft. away 
  6 x the number of charges in the staff 
  21-30 ft. away 
  4 x the number of charges in the staff 
   
  Retributive Strike. You can use an action to break the staff 
  over your knee or against a solid surface, performing a 
  retributive strike. The staff is destroyed and releases its 
  remaining magic in an explosion that expands to fill a 30-foot-
  radius sphere centered on it. 
  You have a 50 percent chance to instantly travel to a random 
  plane of existence, avoiding the explosion. If you fail to avoid 
  the effect, you take force damage equal to 16 × the number of 
  charges in the staff. Every other creature in the area must make 
  a DC 17 Dexterity saving throw. On a failed save, a creature 
  takes an amount of damage based on how far away it is from 
  the point of origin, as shown in the following table. On a 
  successful save, a creature takes half as much damage. 
  Location. This magic item is found in L22, A39. 
   
  SUNBLADE 
  Longsword, Rare (Requires Attunement) 
  This item appears to be a longsword hilt. While grasping the 
  hilt, you can use a bonus action to cause a blade of pure radiance 
  to spring into existence, or make the blade disappear. While the 
  blade exists, this magic longsword has the finesse property. If 
  you are proficient with shortswords or longswords, you are 
  proficient with the sun blade. 
  You gain a +2 bonus to attack and damage rolls made with 
  this weapon, which deals radiant damage instead of slashing 
  damage. When you hit an undead with it, that target takes an 
  extra 1d8 radiant damage. 
  The sword's luminous blade emits bright light in a 15-foot 
  radius and dim light for an additional 15 feet. The light is 
  sunlight. While the blade persists, you can use an action to 
  expand or reduce its radius of bright and dim light by 5 feet 
  each, to a maximum of 30 feet each or a minimum of 10 feet 
  each. 
  Location. This magic item is found in L18, A8.  
   
  SWORD OF SHARPNESS, TEARULAI 
  Longsword, Very Rare (Requires Attunement) 
  Tearulai is a sentient neutral good sword of sharpness with an 
  emerald-colored blade and precious gemstones embedded in its 
  hilt and pommel. Evil creatures can't attune to Tearulai; any evil 
  creature that tries takes 20 psychic damage. 
  When you attack an object with this magic longsword and hit, 
  maximize your weapon damage dice against the target. When 
  you attack a creature with this magic longsword and roll a 20 
  on the attack roll, that target takes an extra 14 slashing damage. 
  Then roll another d20. If you roll a 20, you lop off one of the 
  target's limbs, with the effect of such loss determined by the 
  DM. If the creature has no limb to sever, you lop off a portion 
  of its body instead. 
  In addition, you can speak the sword's command word to 
  cause the blade to shed bright light in a 10-foot radius and dim 
  light for an additional 10 feet. Speaking the command word 
  again or sheathing the sword puts out the light.  
  Spells. The sword has 6 charges and regains 1d4+2 expended 
  charges daily at dawn. A creature attuned to the sword can use 
  an action and expend 1 or more charges to cast one of the 
  following spells from it without material components: fly (2 
  charges), polymorph (3 charges) or transport via plants (4 
  charges).  
  Sentience. The sword has an Intelligence of 17, a Wisdom of 
  12, and a Charisma of 20. It has hearing and truesight out to a 
  range of 120 feet. It communicates telepathically with its 
  attuned wielder and can speak, read, and understand Common, 
  Draconic, Elvish, and Sylvan. In addition, the sword can 
  ascertain the true value of any gemstone brought within 5 feet 
  of it.  
  Personality. Tearulai admires great beauty, music, fine art, 
  and poetry. Vain, the weapon strives to improve its appearance. 
  It craves gemstones and seeks out better ones with which to 
  adorn itself. Most of all, it longs to return to the forests around 
  Myth Drannor, where it was created. If its wielder's goals run 
  counter to its own, Tearulai attempts to take control of its 
  wielder (subjecting it to a DC 17 Charisma saving throw). On a 
  failure, the wielder is charmed for 1d12 hours, during which 
  Tearulai attempts to reach the surface, thereafter using 
  transport via plants to return whence it came. 
  Location. This magic item is found in L5, Area 9, lodged into 
  the green dragon's skull.  
   
  THAYAN RAZOR 
  Wondrous Item, Rare  
  This otherwise unassuming razor is carved in Thayan runes. 
  When a humanoid touches the razor to its head, their hair is 
  instantly shaven off.  
  Additional Loot. This magic item is found in L9, A11F. 
   
  TOME OF CLEAR THOUGHT 
  Wondrous Item, very rare 
  This book contains memory and logic exercises, and its words 
  are charged with magic. If you spend 48 hours over a period of 
  6 days or fewer studying the book's contents and practicing its 
  guidelines, your Intelligence score increases by 2, as does your 
  maximum for that score. The manual then loses its magic, but 
  regains it in a century. 
  Location. This magic item is found in L16, A22. 
   
  TRIDENT OF FISH COMMAND 
  Trident, Uncommon (Requires Attunement)  
  This trident is a magic weapon. It has 3 charges. While you 
  carry it, you can use an action and expend 1 charge to cast 
  dominate beast (save DC 15) from it on a beast that has an 
  innate swimming speed. The trident regains 1d3 expended 
  charges daily at dawn. 
  Additional Loot. This item is added to L14, A31. 
   
  WAND OF CONDUCTING 
  Wand, Common 
  This wand has 3 charges. While holding it, you can use an 
  action to expend 1 of its charges and create orchestral music by 
  waving it around. The music can be heard out to a range of 60 
  feet and ends when you stop waving the wand. 
  The wand regains all expended charges daily at dawn. If you 
  expend the wand's last charge, roll a d20. On a 1, a sad tuba 
  sound plays as the wand crumbles to dust and is destroyed. 
  Location. This magic item is found in L7, A8.  
   
   
  
   
  292 
  WAND OF FIREBALLS 
  Wand, Rare (Requires Attunement by a Spellcaster) 
  This wand has 7 charges. While holding it, you can use an 
  action to expend 1 or more of its charges to cast the fireball 
  spell (save DC 15) from it. For 1 charge, you cast the 3rd-level 
  version of the spell. You can increase the spell level by one for 
  each additional charge you expend. 
  The wand regains 1d6+1 expended charges daily at dawn. If 
  you expend the wand's last charge, roll a d20. On a 1, the wand 
  crumbles into ashes and is destroyed.  
  Location. This magic item is found in L5, Area 2D. 
   
  WAND OF MAGIC DETECTION 
  This wand has 3 charges. While holding it, you can expend 1 
  charge as an action to cast the detect magic spell from it. The 
  wand regains 1d3 expended charges daily at dawn. 
  Location. This magic item is found in L15, A24.  
   
  WAND OF SECRETS 
  Wand, uncommon 
  The wand has 3 charges. While holding it, you can use an action 
  to expend 1 of its charges, and if a secret door or trap is within 
  30 feet of you, the wand pulses and points at the one nearest to 
  you. The wand regains 1d3 expended charges daily at dawn. 
  Location. This magic item is found in L1, Area 11. 
   
  WAND OF THE WAR MAGE, +1 
  Wondrous Item, Uncommon (Requires Attunement by a 
  Spellcaster) 
  While you are holding this wand, you gain a +1 bonus to spell 
  attack rolls. In addition, you ignore half cover when making a 
  spell attack. 
  Location. This magic item is found in L10, A2. A +3 variant 
  is wielded by Marambra Nyghtsteel in the Elite Four encounter 
  on L23.  
   
  WAND OF WEB 
  Wondrous Item, Uncommon (Requires Attunement by a 
  Spellcaster) 
  This wand has 7 charges. While holding it, you can use an 
  action to expend 1 of its charges to cast the web spell (save DC 
  15) from it. The wand regains 1d6+1 expended charges daily at 
  dawn. If you expend the wand's last charge, roll a d20. On a 1, 
  the wand crumbles into ashes and is destroyed. 
  Additional Loot. This item is added to L14, A40B. 
   
  WAND OF WONDER 
  Wand, Rare (Requires Attunement by a Spellcaster) 
  This wand has 7 charges. While holding it, you can use an 
  action to expend 1 of its charges and choose a target within 120 
  feet of you. The target can be a creature, an object, or a point in 
  space. Roll d100 and consult the following table to discover 
  what happens. 
  If the effect causes you to cast a spell from the wand, the 
  spell's save DC is 15. If the spell normally has a range expressed 
  in feet, its range becomes 120 feet if it isn't already. 
  If an effect covers an area, you must center the spell on and 
  include the target. If an effect has multiple possible subjects, the 
  DM randomly determines which ones are affected. 
  The wand regains 1d6+1 expended charges daily at dawn. If 
  you expend the wand's last charge, roll a d20. On a 1, the wand 
  crumbles into dust and is destroyed.  
  Location. This magic item is found in L23, A27.  
  WAND OF WONDER EFFECTS 
  d100 Effect 
  1-5 You cast slow.  
  6-10 You cast faerie fire. 
  11-15 You are stunned until the start of your net turn, believing something 
  awesome just happened.  
  16-20 You cast gust of wind. 
  21-25 You cast detect thoughts on the target you chose. If you didn't target a 
  creature, you instead take 1d6 psychic damage. 
  26-30 You cast stinking cloud.  
  31-33 
  Heavy rain falls in a 60-foot radius centered on the target. The area 
  becomes lightly obscured. The rain falls until the start of your next 
  turn. 
  34-36 
  An animal appears in the unoccupied space nearest the target. The 
  animal isn't under your control and acts as it normally would. Roll a 
  d100 to determine which animal appears. On a 01-25, a rhinoceros 
  appears; on a 26-50, an elephant appears; and on a 51-100, a rat 
  appears. 
  37-46 You cast lighting bolt.  
  47-49 
  A cloud of 600 oversized butterflies fills a 30-foot radius centered on 
  the target. The area becomes heavily obscured. The butterflies remain 
  for 10 minutes. 
  50-53 
  You enlarge the target as if you had cast enlarge/reduce. If the target 
  can't be affected by that spell or if you didn't target a creature, you 
  become the target. 
  54-58 You cast darkness. 
  59-62 
  Grass grows on the ground in a 60-foot radius centered on the target. 
  If grass is already there, it grows to ten times its normal size and 
  remains overgrown for 1 minute. 
  63-65 
  An object of the DM 's choice disappears into the Ethereal Plane. The 
  object must be neither worn nor carried, within 120 feet of the target, 
  and no larger than 10 feet in any dimension. 
  66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.  
  70-79 You cast fireball. 
  80-84 You cast invisibility on yourself.  
  85-87 
  Leaves grow from the target. If you chose a point in space as the target, 
  leaves sprout from the creature nearest to that point. Unless they are 
  picked off, the leaves turn brown and fall off after 24 hours. 
  88-90 
  A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand 's 
  tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning 
  damage, and the total damage of the gems is divided equally among 
  all creatures in the line. 
  91-95 
  A burst of colorful shimmering light extends from you in a 30-foot 
  radius. You and each creature in the area that can see must succeed on 
  a DC 15 Constitution saving throw or become blinded for 1 minute. A 
  creature can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  96-97 The target's skin turns bright blue for 1d10 days. If you chose a point 
  in space, the creature nearest to that point is affected. 
  98-
  100 
  If you targeted a creature, it must make a DC 15 Constitution saving 
  throw. If you didn't target a creature, you become the target and must 
  make the saving throw. If the saving throw fails by 5 or more, the target 
  is instantly petrified. On any other failed save, the target is restrained 
  and begins to turn to stone. While restrained in this way, the target 
  must repeat the saving throw at the end of its next turn, becoming 
  petrified on a failure or ending the effect on a success. The petrification 
  lasts until the target is freed by the greater restoration spell or similar 
  magic. 
   
  WINGED BOOTS 
  Wondrous Item, Uncommon (Requires Attunement) 
  While you wear these boots, you have a flying speed equal to 
  your walking speed. You can use the boots to fly for up to 4 
  hours, all at once or in several shorter flights, each one using a 
  minimum of 1 minute from the duration. If you are flying when 
  the duration expires, you descend at a rate of 30 feet per round 
  until you land. 
  The boots regain 2 hours of flying capability for every 12 
  hours they aren't in use 
  Elite Four. This item is worn by Marambra Nyghtsteel in the 
  Elite Four penultimate encounter on L23.  
   
   
  
   
  293 
  APPENDIX B: BESTIARY 
   
  TABLE OF CONTENTS 
   
  Aboleth ................................................. 295 
  Abominable Yeti .................................. 296 
  Adult Blue Dracolich ............................ 296 
  Adult Bronze Dragon............................ 297 
  Adult Bronze Shadow Dragon .............. 297 
  Adult Red Dragon ................................. 298 
  Adult Silver Dragon.............................. 298 
  Adult White Dragon ............................. 299 
  Air Elemental ....................................... 299 
  Allip ...................................................... 300 
  Allosaurus ............................................. 300 
  Animated Armor ................................... 300 
  Animated Ballista ................................. 300 
  Animated Staff of Frost ........................ 301 
  Apprentice Wizard  ............................... 301 
  Arcanaloth ............................................ 301 
  Archdruid.............................................. 302 
  Archer ................................................... 302 
  Archmage  ............................................ 302 
  Assassin  ............................................... 303 
  Awakened Shrub .................................. 303 
  Awakened Tree ..................................... 303 
  Azer ...................................................... 303 
  Balhannoth............................................ 304 
  Bandit  .................................................. 304 
  Bandit Captain  ..................................... 305 
  Banshee ................................................ 305 
  Barbed Devil ......................................... 305 
  Barlgura  ............................................... 306 
  Basilisk ................................................. 306 
  Bat ........................................................ 306 
  Bearded Devil ....................................... 306 
  Behir ..................................................... 307 
  Beholder ............................................... 307 
  Beholder Zombie  ................................. 308 
  Berserker  ............................................. 308 
  Black Bear ............................................ 308 
  Black Pudding  ..................................... 308 
  Blackguard  ........................................... 309 
  Blink Dog ............................................. 309 
  Blue Abishai ......................................... 309 
  Blue Slaad............................................. 310 
  Boar ...................................................... 310 
  Bone Devil ............................................ 310 
  Bone Naga (Spirit) ................................ 311 
  Boneclaw .............................................. 311 
  Bore Worm ........................................... 311 
  Brown Bear........................................... 312 
  Bugbear  ............................................... 312 
  Bulette .................................................. 312 
  Bullywug .............................................. 312 
  Carrion Crawler  ................................... 313 
  Cave Fisher  .......................................... 313 
  Champion  ............................................ 313 
  Chasme ................................................. 314 
  Chimera  ............................................... 314 
  Chuul .................................................... 314 
  Clay Golem........................................... 315 
  Cloaker  ................................................ 315 
  Cloud Giant .......................................... 316 
  Commoner  ........................................... 316 
  Conjurer ................................................ 316 
  Couatl ................................................... 316 
  Cult Fanatic .......................................... 317 
  Cultist ................................................... 317 
  Dao ....................................................... 317 
  Darkmantle ........................................... 318 
  Death Dog ............................................ 318 
  Death Knight ........................................ 318 
  Death Slaad .......................................... 319 
  Death Tyrant ......................................... 319 
  Deep Gnome ......................................... 320 
  Demilich ............................................... 320 
  Deva ..................................................... 321 
  Dire Troll .............................................. 321 
  Displacer Beast ..................................... 321 
  Diviner ................................................. 322 
  Doppelganger  ...................................... 322 
  Draft Horse ........................................... 322 
  Drider  .................................................. 323 
  Drow .................................................... 323 
  Drow Elite Warrior  .............................. 324 
  Drow House Captain ............................ 324 
  Drow Mage  .......................................... 325 
  Drow Priestess of Lolth  ....................... 325 
  Duergar  ................................................ 326 
  Duergar Warlord .................................. 326 
  Earth Elemental .................................... 327 
  Efreeti ................................................... 327 
  Elk ........................................................ 327 
  Empyrean ............................................. 327 
  Enchanter.............................................. 328 
  Ettercap  ............................................... 328 
  Ettin  ..................................................... 328 
  Faerie Dragon (Violet) ......................... 329 
  Fire Elemental ...................................... 329 
  Fire Giant ............................................. 329 
  Flail Snail ............................................. 330 
  Flameskull  ........................................... 330 
  Flesh Golem  ........................................ 331 
  Flumph ................................................. 331 
  Flying Sword  ....................................... 331 
  Flying Wand of Magic Missiles ........... 332 
  Fomorian .............................................. 332 
  Galeb Duhr ........................................... 333 
  Gargoyle  .............................................. 333 
  Gas Spore  ............................................ 333 
  Gelatinous Cube  .................................. 334 
  Ghast  ................................................... 334 
  Ghost  ................................................... 335 
  Ghoul  ................................................... 335 
  Giant Ape ............................................. 335 
  Giant Badger ........................................ 336 
  Giant Bat .............................................. 336 
  Giant Centipede  ................................... 336 
  Giant Crab  ........................................... 336 
  Giant Eagle ........................................... 336 
  Giant Lizard ......................................... 336 
  Giant Rat  ............................................. 337 
  Giant Shark ........................................... 337 
  Giant Spider  ........................................ 337 
  Giant Toad ............................................ 337 
  Giant Wasp ........................................... 338 
  Gibbering Mouther  .............................. 338 
  Githyanki Gish ..................................... 338 
  Githyanki Knight .................................. 338 
  Githyanki Warrior ................................ 339 
  Githzerai Zerth ..................................... 339 
  Glabrezu ............................................... 339 
  Gloom Weaver ..................................... 340 
  Goblin  ................................................. 340 
  Goblin Boss .......................................... 340 
  Gorgon ................................................. 341 
  Goristro ................................................ 341 
  Gray Ooze ............................................ 341 
  Gray Render ......................................... 342 
  Green Slaad .......................................... 342 
  Grell  .................................................... 342 
  Grick  ................................................... 342 
  Grick Alpha  ......................................... 343 
  Grimlock  ............................................. 343 
  Gynosphinx .......................................... 343 
  Halaster Blackcloak ............................. 344 
  Halaster's Simulacrum .......................... 345 
  Harpy ................................................... 345 
  Hell Hound ........................................... 345 
  Hellfire Engine ..................................... 346 
  Helmed Horror ..................................... 346 
  Hezrou .................................................. 346 
  Hobgoblin  ........................................... 347 
  Hobgoblin Captain  .............................. 347 
  Hobgoblin Warlord .............................. 347 
  Homunculus ......................................... 347 
  Hook Horror ......................................... 348 
  Hunter Shark  ....................................... 348 
  Hydra ................................................... 348 
  Ice Devil ............................................... 349 
  Incubus ................................................. 349 
  Intellect Devourer ................................ 350 
  Invisible Stalker ................................... 350 
  Iron Golem ........................................... 350 
  Knight .................................................. 351 
  Kobold  ................................................ 351 
  Kuo-Toa  .............................................. 351 
  Kuo-Toa Archpriest ............................. 352 
  Kuo-Toa Whip ..................................... 352 
  Lava Child ............................................ 353 
  Lich ...................................................... 353 
  Living Burning Hand ........................... 353 
  Living Counterspell .............................. 354 
  Living Lightning Bolt .......................... 354 
  Living Unseen Servant ......................... 354 
  Mage  ................................................... 355 
  Magic Missile Gatling Gun .................. 355 
  Magma Mephit ..................................... 355 
  Manticore  ............................................ 355 
  Marambra Nyghtsteel ........................... 356 
  Marid .................................................... 356 
  Marilith ................................................ 357 
  Mastiff .................................................. 357 
  Mecha-Halaster .................................... 357 
  Medusa ................................................. 358 
  Mezzoloth  ........................................... 358 
  Mimic ................................................... 358 
  Mind Flayer  ......................................... 359 
  Mind Flayer Arcanist ........................... 359 
  Minotaur ............................................... 359 
  Minotaur Skeleton  ............................... 360 
  Molydeus.............................................. 360 
  Mud Mephit ......................................... 360 
  Muiral ................................................... 361 
  Mule ..................................................... 361 
  
   
  294 
  Mummy  ............................................... 361 
  Mummy Lord ....................................... 362 
  Myconid Adult...................................... 363 
  Myconid Sovereign .............................. 363 
  Myconid Sprout .................................... 363 
  Nalfeshnee ............................................ 364 
  Neothelid .............................................. 364 
  Night Hag ............................................. 364 
  Noble .................................................... 365 
  Nothic  .................................................. 365 
  Nycaloth ............................................... 365 
  Ochre Jelly  ........................................... 366 
  Ogre ...................................................... 366 
  Ogre Bolt Launcher .............................. 366 
  Ogre Zombie ......................................... 366 
  Oni ........................................................ 367 
  Orc Blade of Ilneval ............................. 367 
  Orc Hand of Yurtrus ............................. 367 
  Orog ...................................................... 367 
  Otyugh .................................................. 368 
  Owlbear ................................................ 368 
  Pentadrone ............................................ 368 
  Phase Spider ......................................... 368 
  Piercer ................................................... 369 
  Pit Fiend ............................................... 369 
  Planetar ................................................. 369 
  Polar Bear ............................................. 370 
  Priest  .................................................... 370 
  Pseudodragon ....................................... 370 
  Quadrone  ............................................. 371 
  Quaggoth  ............................................. 371 
  Quaggoth Spore Servant ....................... 371 
  Quasit ................................................... 371 
  Quetzalcoatlus ...................................... 372 
  Rakshasa ............................................... 372 
  Red Dragon Wyrmling ......................... 372 
  Red Slaad .............................................. 372 
  Remorhaz.............................................. 373 
  Revenant  .............................................. 373 
  Roper  ................................................... 374 
  Rust Monster  ....................................... 374 
  Sahuagin ............................................... 375 
  Sahuagin Baron  ................................... 375 
  Sahuagin Priestess ................................ 375 
  Scaladar ................................................ 375 
  Scout .................................................... 376 
  Sea Hag  ............................................... 376 
  Shadow  ................................................ 376 
  Shadow Assassin .................................. 377 
  Shadow Dancer .................................... 377 
  Shadow Demon .................................... 378 
  Shambling Mound ................................ 378 
  Shield Guardian .................................... 378 
  Shrieker  ............................................... 379 
  Skeleton  ............................................... 379 
  Slaad Tadpole ....................................... 379 
  Smoke Mephit ...................................... 379 
  Spectator ............................................... 380 
  Specter  ................................................. 380 
  Spined Devil ......................................... 380 
  Spirit Naga ........................................... 381 
  Spirit Troll ............................................ 381 
  Spy  ...................................................... 381 
  Star Spawn Grue ................................... 381 
  Star Spawn Hulk................................... 382 
  Star Spawn Larva Mage ....................... 382 
  Star Spawn Mangler ............................. 382 
  Star Spawn Seer ................................... 383 
  Stirge  ................................................... 383 
  Stone Giant ........................................... 383 
  Stone Golem ......................................... 383 
  Swarm of Bats ...................................... 384 
  Swarm of Centipedes............................ 384 
  Swarm of Cranium Rats  ...................... 384 
  Swarm of Insects .................................. 384 
  Swarm of Quippers ............................... 385 
  Swarm of Rats ...................................... 385 
  Swarm of Spiders ................................. 385 
  Swarm of Wasps .................................. 385 
  Tarrasque.............................................. 386 
  The Angry ............................................ 387 
  The Hungry .......................................... 387 
  The Lost ............................................... 387 
  The Wretched ....................................... 387 
  Thug ..................................................... 388 
  Triceratops ........................................... 388 
  Tridrone................................................ 388 
  Troglodyte ............................................ 388 
  Troll ..................................................... 389 
  Tyrannosaurus Rex............................... 389 
  Ulitharid ............................................... 389 
  Ultroloth ............................................... 390 
  Umber Hulk ......................................... 390 
  Vampire................................................ 391 
  Vampire Spawn .................................... 392 
  Veteran ................................................. 392 
  Vrock ................................................... 392 
  War Priest............................................. 393 
  Warlock of The Archfey ...................... 393 
  Warlord ................................................ 393 
  Water Elemental ................................... 394 
  Water Weird ......................................... 394 
  Werebat ................................................ 394 
  Wererat  ................................................ 395 
  Wight ................................................... 395 
  Will-o'-Wisp ......................................... 396 
  Worg  ................................................... 396 
  Wraith .................................................. 396 
  Wyvern ................................................. 396 
  Xorn ..................................................... 397 
  Yeth Hound .......................................... 397 
  Yochlol ................................................. 398 
  Young Blue Dragon ............................. 398 
  Young Green Dragon ........................... 398 
  Young Red Dragon .............................. 399 
  Yuan-Ti Abomination .......................... 399 
  Zombie ................................................. 399 
   
   
  
   
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  A 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ABOLETH 
   
  LEGENDARY ACTIONS 
  The aboleth can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The aboleth regains spent legendary 
  actions at the start of its turn. 
  Detect. The aboleth makes a Wisdom (Perception) check. 
  Tail Swipe. The aboleth makes one tail attack. 
  Psychic Drain (Costs 2 Actions). One creature charmed by the 
  aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit 
  points equal to the damage the creature takes.  
   
  LAIR ACTIONS 
  When fighting inside its lair, an aboleth can invoke the ambient magic 
  to take lair actions. On initiative count 20 (losing initiative ties), the 
  aboleth takes a lair action to cause one of the following effects: 
  • The aboleth casts phantasmal force (no components required) on any 
  number of creatures it can see within 60 feet of it. While maintaining 
  concentration on this effect, the aboleth can't take other lair actions. 
  If a target succeeds on the saving throw or if the effect ends for it, 
  the target is immune to the aboleth's phantasmal force lair action for 
  the next 24 hours, although such a creature can choose to be 
  affected. 
  • Pools of water within 90 feet of the aboleth surge outward in a 
  grasping tide. Any creature on the ground within 20 feet of such a 
  pool must succeed on a DC 14 Strength saving throw or be pulled 
  up to 20 feet into the water and knocked prone. The aboleth can't 
  use this lair action again until it has used a different one. 
  • Water in the aboleth's lair magically becomes a conduit for the 
  creature's rage. The aboleth can target any number of creatures it 
  can see in such water within 90 feet of it. A target must succeed on 
  a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The 
  aboleth can't use this lair action again until it has used a different 
  one. 
   
  REGIONAL EFFECTS 
  The region containing an aboleth's lair is warped by the creature's 
  presence, which creates one or more of the following effects: 
  • Underground surfaces within 1 mile of the aboleth's lair are slimy and 
  wet and are difficult terrain. 
  • Water sources within 1 mile of the lair are supernaturally fouled. 
  Enemies of the aboleth that drink such water vomit it within 
  minutes. 
  • As an action, the aboleth can create an illusory image of itself within 
  1 mile of the lair. The copy can appear at any location the aboleth 
  has seen before or in any location a creature charmed by the aboleth 
  can currently see. Once created, the image lasts for as long as the 
  aboleth maintains concentration, as if concentrating on a spell. 
  Although the image is intangible, it looks, sounds, and can move 
  like the aboleth. The aboleth can sense, speak, and use telepathy 
  from the image's position as if present at that position. If the image 
  takes any damage, it disappears. 
   
   
   
   
  
   
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  ADULT BLUE DRACOLICH 
   
  LEGENDARY ACTIONS 
  The dracolich can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The dracolich regains spent legendary 
  actions at the start of its turn. 
  Detect. The dracolich makes a Wisdom (Perception) check. 
  Tail Attack. The dracolich makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. 
  Each creature within 10 feet of the dracolich must succeed on a DC 
  21 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage 
  and be knocked prone. After beating its wings this way, the 
  dracolich can fly up to half its flying speed. 
   
   
   
   
   
  
   
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  ADULT BRONZE DRAGON (& SHADOW) 
   
  LEGENDARY ACTIONS 
  The dragon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The dragon regains spent legendary 
  actions at the start of its turn.  
  Detect. The dragon makes a Wisdom (Perception) check. 
  Tail Attack. The dragon makes a tail attack.  
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of it must succeed on a DC 20 Dexterity 
  saving throw or take 14 (2d6+7) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its flying speed.  
   
   
   
   
   
  
   
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  ADULT RED DRAGON 
   
  LEGENDARY ACTIONS 
  The dragon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The dragon regains spent legendary 
  actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 22 
  Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and 
  be knocked prone. The dragon can then fly up to half its flying 
  speed. 
   
   
  ADULT SILVER DRAGON 
   
  LEGENDARY ACTIONS 
  The dragon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The dragon regains spent legendary 
  actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 22 
  Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and 
  be knocked prone. The dragon can then fly up to half its flying 
  speed. 
   
   
   
  
   
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  ADULT WHITE DRAGON 
   
  LEGENDARY ACTIONS 
  The dragon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The dragon regains spent legendary 
  actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its wings. Each 
  creature within 10 feet of the dragon must succeed on a DC 19 
  Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and 
  be knocked prone. The dragon can then fly up to half its flying 
  speed. 
   
  LAIR ACTIONS 
  On initiative count 20 (losing initiative ties), the dragon takes a lair 
  action to cause one of the following effects; the dragon can't use the 
  same effect two rounds in a row: 
  • Jagged ice shards fall from the ceiling, striking up to three creatures 
  underneath that the dragon can see within 120 feet of it. The dragon 
  makes one ranged attack roll (+7 to hit) against each target. On a hit, 
  the target takes 10 (3d6) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • Freezing fog fills a 20-foot-radius sphere centered on a point the 
  dragon can see within 120 feet of it. The fog spreads around corners, 
  and its area is heavily obscured. Each creature in the fog when it 
  appears must make a DC 10 Constitution saving throw, taking 10 
  (3d6) cold damage on a failed save, or half as much damage on a 
  successful one. A creature that ends its turn in the fog takes 10 (3d6) 
  cold damage. A wind of at least 20 miles per hour disperses the fog. 
  The fog otherwise lasts until the dragon uses this lair action again or 
  until the dragon dies. 
  • The dragon creates an opaque wall of ice on a solid surface it can see 
  within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, 
  and 1 foot thick. When the wall appears, each creature within its 
  area is pushed 5 feet out of the wall's space; appearing on whichever 
  side of the wall it wants. Each 10-foot section of the wall has AC 5, 
  30 hit points, vulnerability to fire damage, and immunity to acid, 
  cold, necrotic, poison, and psychic damage. The wall disappears 
  when the dragon uses this lair action again or when the dragon dies. 
   
  REGIONAL EFFECTS 
  The region containing a legendary white dragon's lair is warped by the 
  dragon's magic, which creates one or more of the following effects: 
  • Chilly fog lightly obscures the land within 6 miles of the dragon's 
  lair. 
  • Freezing precipitation falls within 6 miles of the dragon's lair, 
  sometimes forming blizzard conditions when the dragon is at rest. 
  • Icy walls block off areas in the dragon's lair. Each wall is 6 inches 
  thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to 
  fire damage, and immunity to acid, cold, necrotic, poison, and 
  psychic damage. 
  • If the dragon wishes to move through a wall, it can do so without 
  slowing down. The portion of the wall the dragon moves through is 
  destroyed, however. 
   
  
   
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  B 
  BALHANNOTH 
   
  LEGENDARY ACTIONS 
  The balhannoth can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time and 
  only at the end of another creature's turn. The balhannoth regains spent 
  legendary actions at the start of its turn. 
  Bite Attack. The balhannoth makes one bite attack against one 
  creature it has grappled. 
  Teleport. The balhannoth magically teleports, along with any 
  equipment it is wearing or carrying and any creatures it has 
  grappled, up to 60 feet to an unoccupied space it can see. 
  Vanish. The balhannoth magically becomes invisible for up to 10 
  minutes or until immediately after it makes an attack roll. 
   
  REGIONAL EFFECTS 
  A region containing a balhannoth's lair becomes warped by the 
  creature's unnatural presence, which creates one or more of the 
  following effects: 
  • Creatures within 1 mile of the balhannoth's lair experience a sensation 
  of being close to whatever they desire most. The sensation grows 
  stronger the closer the creatures come to the balhannoth's lair. 
  •The balhannoth can sense the strongest desires of any humanoid 
  within 1 mile of it and learns whether those desires involve a place: 
  a safe location to rest, a temple, home, or somewhere else. 
   
  If the balhannoth dies, these effects end immediately. 
   
  LAIR ACTIONS 
  When fighting inside its lair, a balhannoth can use lair actions. On 
  initiative count 20 (losing initiative ties), a balhannoth can take one lair 
  action to cause one of the following effects; the balhannoth can't use 
  the same lair action two rounds in a row: 
  • The balhannoth warps reality around it in an area up to 500 feet 
  square. After 10 minutes, the terrain in the area reshapes to assume 
  the appearance of a location sought by one intelligent creature 
  whose mind the balhannoth has read (see Regional Effects below). 
  The transformation affects nonliving material only and can't create 
  anything with moving parts or magical properties. Any object 
  created in this area is, upon close inspection, revealed as a fake. 
  Books are filled with empty pages, golden items are obvious 
  counterfeits, and so on. The transformation lasts until the balhannoth 
  dies or uses this lair action again. 
  • The balhannoth targets one creature within 500 feet of it. The target 
  must succeed on a DC 16 Wisdom saving throw or the target, along 
  with whatever it is wearing and carrying, teleports to an unoccupied 
  space of the balhannoth's choice within 60 feet of it. 
  • The balhannoth targets one creature within 500 feet of it. The target 
  must succeed on a DC 16 Wisdom saving throw or the balhannoth 
  becomes invisible to that creature for 1 minute. This effect ends if 
  the balhannoth attacks the target. 
   
   
   
  
   
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  BEHOLDER 
   
  LEGENDARY ACTIONS 
  The beholder can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The beholder regains spent legendary 
  actions at the start of its turn. 
  Eye Ray. The beholder uses one random eye ray. 
   
   
   
   
  
   
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  VARIANT: BONE DEVIL POLEARM 
  Some bone devils have the following action options. 
  Multiattack. The devil makes two attacks: one with its hooked 
  polearm and one with its sting. 
  Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target. Hit: 17 (2d12 + 4) piercing damage. If the target is a Huge 
  or smaller creature, it is grappled (escape DC 14). Until this grapple 
  ends, the devil can't use its polearm on another target. 
  
   
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  320 
  DEATH TYRANT 
   
  LEGENDARY ACTIONS 
  The death tyrant can take 3 legendary actions. Only one legendary 
  action can be used at a time and only at the end of another creature's 
  turn. The death tyrant regains spent legendary actions at the start of its 
  turn. 
  Eye Ray. The death tyrant uses one random eye ray. 
   
  LAIR ACTIONS 
  When fighting inside its lair, a death tyrant can invoke the ambient 
  magic to take lair actions. On initiative count 20 (losing initiative ties), 
  the death tyrant can take one lair action to cause one of the following 
  effects: 
  • An area that is a 50-foot cube within 120 feet of the tyrant is filled 
  with spectral eyes and tentacles. To creatures other than the death 
  tyrant, that area is lightly obscured and difficult terrain until 
  initiative count 20 on the next round. 
  • Walls sprout spectral appendages until initiative count 20 on the 
  round after next. Any creature, including one on the Ethereal Plane, 
  that is hostile to the tyrant and starts its turn within 10 feet of a wall 
  must succeed on a DC 17 Dexterity saving throw or be grappled. 
  Escaping requires a successful DC 17 Strength (Athletics) or 
  Dexterity (Acrobatics) check. 
  • A spectral eye opens in the air at a point within 50 feet of the tyrant. 
  One random eye ray of the tyrant shoots from that eye, which is 
  considered to be an ethereal source, at a target of the tyrant's choice. 
  The eye then closes and disappears. 
   
  The death tyrant can't repeat an effect until all three have been used, 
  and it can't use the same effect on consecutive rounds. 
   
   
  DEMILICH 
   
  LEGENDARY ACTIONS 
  The demilich can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The demilich regains spent legendary 
  actions at the start of its turn. 
  Flight. The demilich flies up to half its flying speed. 
  Cloud of Dust. The demilich magically swirls its dusty remains. Each 
  creature within 10 feet of it, including around a corner, must succeed 
  on a DC 15 Constitution saving throw or be blinded until the end of 
  the demilich's next turn. A creature that succeeds on the saving 
  throw is immune to this effect until the end of the demilich's next 
  turn. 
  Energy Drain (Costs 2 Actions). Each creature within 30 feet of the 
  demilich must make a DC 15 Constitution saving throw. On a failed 
  save, the creature's hit point maximum is magically reduced by 10 
  (3d6). If a creature's hit point maximum is reduced to 0 by this effect, 
  the creature dies. A creature's hit point maximum can be restored 
  with the greater restoration spell or similar magic. 
  Vile Curse (Costs 3 Actions). The demilich targets one creature it can 
  see within 30 feet of it. The target must succeed on a DC 15 Wisdom 
  saving throw or be magically cursed. Until the curse ends, the target 
  has disadvantage on attack rolls and saving throws. The target can 
  repeat the saving throw at the end of each of its turns, ending the 
  curse on a success. 
   
   
   
  
   
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  VARIANT: DRIDER SPELLCASTING 
  Driders that were once drow spellcasters might retain their ability to 
  cast spells. Such driders typically have a higher spellcasting ability 
  (15 or 16) than other driders. Further, the drider gains the 
  Spellcasting trait. A drider that was a drow divine spellcaster, 
  therefore, could have a Wisdom of 16 (+3) and a Spellcasting trait 
  as follows. 
  Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). 
  The drider has the following spells prepared from the cleric spell list: 
  Cantrips (at will): poison spray, thaumaturgy 
  1st level (4 slots): bane, detect magic, sanctuary 
  2nd level (3 slots): hold person, silence 
  3rd level (3 slots): clairvoyance, dispel magic 
  4th level (2 slots): divination, freedom of movement 
  
   
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  328 
  EMPYREAN 
   
  LEGENDARY ACTIONS 
  The empyrean can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The empyrean regains spent legendary 
  actions at the start of its turn. 
  Attack. The empyrean makes one attack. 
  Bolster. The empyrean bolsters all nonhostile creatures within 120 feet 
  of it until the end of its next turn. Bolstered creatures can't be 
  charmed or frightened, and they gain advantage on ability checks 
  and saving throws until the end of the empyrean's next turn. 
  Trembling Strike (Costs 2 Actions). The empyrean strikes the ground 
  with its maul, triggering an earth tremor. All other creatures on the 
  ground within 60 feet of the empyrean must succeed on a DC 25 
  Strength saving throw or be knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  VARIANT: PSYCHIC GRAY OOZE 
  A gray ooze that lives a long time can evolve to become more 
  intelligent and develop limited psionic ability. Such occurrences are 
  more common in gray oozes that live near psionic creatures such as 
  mind flayers, suggesting that the ooze can sense and mimic psionic 
  ability. 
  A psionic gray ooze has an intelligence score of 6 (-2), as well as 
  the following additional action. 
  Psychic Crush (Recharge 5–6). The ooze targets one creature that 
  it can sense within 60 feet of it. The target must make a DC 10 
  Intelligence saving throw, taking 10 (3d6) psychic damage on a 
  failed save, or half as much damage on a successful one. 
  
   
  342 
   
   
  
   
  343 
   
  GYNOSPHINX 
   
  LEGENDARY ACTIONS 
  The gynosphinx can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time and 
  only at the end of another creature's turn. The gynosphinx regains spent 
  legendary actions at the start of its turn. 
  Claw Attack. The sphinx makes one claw attack. 
  Teleport (Costs 2 Actions). The sphinx magically teleports, along 
  with any equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see. 
  Cast a Spell (Costs 3 Actions). The sphinx casts a spell from its list 
  of prepared spells, using a spell slot as normal. 
   
   
   
  
   
  344 
  H 
  HALASTER BLACKCLOAK 
   
  LEGENDARY ACTIONS 
  Halaster can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. Halaster regains spent legendary actions 
  at the start of its turn. 
  Cast Spell. Halaster casts a spell of 3rd level or lower. 
  Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th 
  level or lower and gains 5 temporary hit points per level of the slot. 
   
  LAIR ACTIONS 
  On initiative count 20 (losing initiative ties), Halaster takes a lair action 
  to cause one of the following effects: 
  • Halaster targets a volume of unoccupied space or solid stone no larger 
  than four 10-foot cubes within 30 feet of him, turning the open space 
  to solid, worked stone or vice versa. 
  • Halaster causes one door or archway within 30 feet of him to 
  disappear and be replaced by a blank wall, or he restores a door or 
  an archway previously removed in this way. 
  • Halaster deactivates or reactivates one of Undermountain's magic 
  gates. The gate must be within 120 feet of him. 
   
  NOTES 
  Use the following section for notes of your own concerning Halaster: 
   
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  LICH 
   
  LEGENDARY ACTIONS 
  The lich can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The lich regains spent legendary actions 
  at the start of its turn. 
  Cantrip. The lich casts a cantrip. 
  Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing 
  Touch. 
  Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one 
  creature it can see within 10 feet of it. The target must succeed on a 
  DC 18 Wisdom saving throw against this magic or become 
  frightened for 1 minute. The frightened target can repeat the saving 
  throw at the end of each of its turns, ending the effect on itself on a 
  success. If a target's saving throw is successful or the effect ends for 
  it, the target is immune to the lich's gaze for the next 24 hours. 
  Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 
  feet of the lich must make a DC 18 Constitution saving throw against 
  this magic, taking 21 (6d6) necrotic damage on a failed save, or half 
  as much damage on a successful one. 
  
   
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  MECHA-HALASTER 
   
  LEGENDARY ACTIONS 
  Mecha-Halaster can take 3 legendary actions, chosen from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. It regains spent legendary actions at the 
  start of its turn. 
  Fist. Mecha-Halaster makes one Fist attack. 
  Shake-Off. Mecha-Halaster shakes off any creatures on top of it, with 
  exception to magic missile gatling turrets. Creatures on top of it 
  must make a DC 15 Dexterity saving throw or fall off Mecha-
  Halaster's body, from up to 150 feet in height.  
  Cast Spell (Costs 2 Actions). Mecha-Halaster casts a spell.  
   
   
   
  
   
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  MOLYDEUS 
   
  LEGENDARY ACTIONS 
  The molydeus can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The molydeus regains spent legendary 
  actions at the start of its turn. 
  Attack. The molydeus makes one attack, either with its demonic 
  weapon or with its snakebite. 
  Move. The molydeus moves without provoking opportunity attacks. 
  Cast a Spell. The molydeus casts one spell from its Innate Spellcasting 
  trait. 
   
   
   
  
   
  361 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MUIRAL 
   
  LEGENDARY ACTIONS 
  Muiral can take 3 legendary actions, choosing from the options below. 
  Only one legendary action can be used at a time and only at the end of 
  another creature's turn. Muiral regains spent legendary actions at the 
  start of its turn. 
  Cast Cantrip. Muiral casts a cantrip. 
  Lunging Attack (Costs 2 Actions). Muiral makes one longsword 
  attack that has a reach of 10 feet. 
  Retreating Strike (Costs 3 Actions). Muiral moves up to his speed 
  without provoking opportunity attacks. Before the move, he can 
  make one longsword attack. 
   
   
   
   
  
   
  362 
  MUMMY LORD 
   
  LEGENDARY ACTIONS 
  The mummy lord can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time and 
  only at the end of another creature's turn. The mummy lord regains 
  spent legendary actions at the start of its turn. 
  Attack. The mummy lord makes one attack with its rotting fist or uses 
  its Dreadful Glare. 
  Blinding Dust. Blinding dust and sand swirls magically around the 
  mummy lord. Each creature within 5 feet of the mummy lord must 
  succeed on a DC 16 Constitution saving throw or be blinded until 
  the end of the creature's next turn. 
  Blasphemous Word (Costs 2 Actions). The mummy lord utters a 
  blasphemous word. Each non-undead creature within 10 feet of the 
  mummy lord that can hear the magical utterance must succeed on a 
  DC 16 Constitution saving throw or be stunned until the end of the 
  mummy lord's next turn. 
  Channel Negative Energy (Costs 2 Actions). The mummy lord 
  magically unleashes negative energy. Creatures within 60 feet of the 
  mummy lord, including ones behind barriers and around corners, 
  can't regain hit points until the end of the mummy lord's next turn. 
  Whirlwind of Sand (Costs 2 Actions). The mummy lord magically 
  transforms into a whirlwind of sand, moves up to 60 feet, and reverts 
  to its normal form. While in whirlwind form, the mummy lord is 
  immune to all damage, and it can't be grappled, petrified, knocked 
  prone, restrained, or stunned. Equipment worn or carried by the 
  mummy lord remain in its possession. 
   
  LAIR ACTIONS 
  On initiative count 20 (losing initiative ties), the mummy lord takes a 
  lair action to cause one of the following effects; the mummy lord can't 
  use the same effect two rounds in a row: 
  • Each undead creature in the lair can pinpoint the location of each 
  living creature within 120 feet of it until initiative count 20 on the 
  next round. 
  • Each undead in the lair has advantage on saving throws against 
  effects that turn undead until initiative count 20 on the next round. 
  • Until initiative count 20 on the next round, any non-undead creature 
  that tries to cast a spell of 4th level or lower in the mummy lord's 
  lair is wracked with pain. The creature can choose another action, 
  but if it tries to cast the spell, it must make a DC 16 Constitution 
  saving throw. On a failed save, it takes 1d6 necrotic damage per 
  level of the spell, and the spell has no effect and is wasted. 
   
  REGIONAL EFFECTS 
  A mummy lord's temple or tomb is warped in any of the following 
  ways by the creature's dark presence: 
  • Food instantly molders and water instantly evaporates when brought 
  into the lair. Other non magical drinks are spoiled - wine turning to 
  vinegar, for instance. 
  • Divination spells cast within the lair by creatures other than the 
  mummy lord have a 25 percent chance to provide misleading results, 
  as determined by the DM. If a divination spell already has a chance 
  to fail or become unreliable when cast multiple times, that chance 
  increases by 25 percent. 
  • A creature that takes treasure from the lair is cursed until the treasure 
  is returned. The cursed target has disadvantage on all saving throws. 
  The curse lasts until removed by a remove curse spell or other 
  magic. 
   
  If the mummy lord is destroyed, these regional effects end 
  immediately. 
   
   
  
   
  363 
   
   
  
   
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  STAR SPAWN LARVA MAGE 
   
  LEGENDARY ACTIONS 
  The star spawn larva mage can take 3 legendary actions, choosing from 
  the options below. Only one legendary action can be used at a time and 
  only at the end of another creature's turn. The star spawn larva mage 
  regains spent legendary actions at the start of its turn. 
  Cantrip (Costs 2 Actions). The larva mage casts one cantrip. 
  Slam (Costs 2 Actions). The larva mage makes one slam attack. 
  Feed (Costs 3 Actions). Each creature restrained by the larva mage's 
  Plague of Worms takes 13 (3d8) necrotic damage, and the larva 
  mage gains 6 temporary hit points. 
   
   
   
  
   
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  T 
  TARRASQUE 
   
  LEGENDARY ACTIONS 
  The tarrasque can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The tarrasque regains spent legendary 
  actions at the start of its turn. 
  Attack. The tarrasque makes one claw attack or tail attack. 
  Move. The tarrasque moves up to half its speed. 
  Chomp (Costs 2 Actions). The tarrasque makes one bite attack or uses 
  its Swallow. 
   
   
   
  
   
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  V 
  VAMPIRE 
   
  LEGENDARY ACTIONS 
  The vampire can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time 
  and only at the end of another creature's turn. The vampire 
  regains spent legendary actions at the start of its turn. 
   
   
   
  Move. The vampire moves up to its speed without provoking 
  opportunity attacks. 
  Unarmed Strike. The vampire makes one unarmed strike. 
  Bite (Costs 2 Actions). The vampire makes one bite attack.  
   
   
   
  
   
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  WARLORD 
   
  LEGENDARY ACTIONS 
  The warlord can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time and only at the 
  end of another creature's turn. The warlord regains spent legendary 
  actions at the start of its turn. 
  Weapon Attack. The warlord makes a weapon attack. 
  Command Ally. The warlord targets one ally it can see within 30 feet 
  of it. if the target can see and hear the warlord, the target can make 
  one weapon attack as a reaction and gains advantage on the attack 
  roll. 
  Frighten Foe (Costs 2 Actions). The warlord targets one enemy it can 
  see within 30 feet of it. If the target can see and hear it, the target 
  must succeed on a DC 16 Wisdom saving throw or be frightened 
  until the end of warlord's next turn. 
   
   
   
  
   
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  Y 
   
   
  
   
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  Z 
   
   
  
   
  400 
  APPENDIX C: EFFECTS 
   
  WEATHER & HAZARDS 
   
  BROWN MOLD 
  Hazard 
  Brown mold feeds on warmth, drawing heat from anything 
  around it. A patch of brown mold typically covers a 10-foot 
  square, and the temperature within 30 feet of it is always frigid. 
  When a creature moves to within 5 feet of the mold for the first 
  time on a turn or starts its turn there, it must make a DC 12 
  Constitution saving throw, taking 22 (4d10) cold damage on a 
  failed save, or half as much damage on a successful one. 
  Brown mold is immune to fire, and any source of fire brought 
  within 5 feet of a patch causes it to instantly expand outward in 
  the direction of the fire, covering a 10-foot-square area (with 
  the source of the fire at the center of that area). A patch of brown 
  mold exposed to an effect that deals cold damage is instantly 
  destroyed. 
   
  EXTREME HEAT 
  Weather 
  When the temperature is at or above 100 degrees Fahrenheit, a 
  creature exposed to the heat and without access to drinkable 
  water must succeed on a Constitution saving throw at the end 
  of each hour or gain one level of exhaustion. The DC is 5 for 
  the first hour and increases by 1 for each additional hour. 
  Creatures wearing medium or heavy armor, or who are clad 
  in heavy clothing, have disadvantage on the saving throw. 
  Creatures with resistance or immunity to fire damage 
  automatically succeed on the saving throw, as do creatures 
  naturally adapted to hot climates. 
   
  EXTREME COLD 
  Weather 
  Whenever the temperature is at or below 0 degrees Fahrenheit, 
  a creature exposed to the cold must succeed on a DC 10 
  Constitution saving throw at the end of each hour or gain one 
  level of exhaustion. Creatures with resistance or immunity to 
  cold damage automatically succeed on the saving throw, as do 
  creatures wearing cold weather gear (thick coats, gloves, and 
  the like) and creatures naturally adapted to cold climates. 
   
  FRIGID WATER 
  Wilderness Hazard 
  A creature can be immersed in frigid water for a number of 
  minutes equal to its Constitution score before suffering any ill 
  effects. Each additional minute spent in  
   
  STRONG WIND 
  Weather 
  A strong wind imposes disadvantage on ranged weapon attack 
  rolls and Wisdom (Perception) checks that rely on hearing. A 
  strong wind also extinguishes open flames, disperses fog, and 
  makes flying by nonmagical means nearly impossible. A flying 
  creature in a strong wind must land at the end of its turn or fall. 
   
  THIN ICE 
  Wilderness Hazard 
  The ice has a weight tolerance of 3d10 x 10 pounds per 10-foot 
  square area. Whenever the total weight on an area of thin ice 
  exceeds its tolerance, the ice in that area breaks. All creatures 
  on broken ice fall through. 
   
  WEBS 
  Hazard 
  Giant spiders weave thick, sticky webs across passages and at 
  the bottom of pits to snare prey. These web-filled areas are 
  difficult terrain. Moreover, a creature entering a webbed area 
  for the first time on a turn or starting its turn there must succeed 
  on a DC 12 Dexterity saving throw or become restrained by the 
  webs. A restrained creature can use its action to try to escape, 
  doing so with a successful DC 12 Strength (Athletics) or 
  Dexterity (Acrobatics) check. 
  Each 10-foot cube of giant webs has AC 10, 15 hit points, 
  vulnerability to fire, and immunity to bludgeoning, piercing, 
  and psychic damage. 
   
  MADNESS 
   
  TYPES OF MADNESS 
  Madness can occur in one of three forms: 
  • A character afflicted with short-term madness is subjected 
  to an effect from the Short-Term Madness table for 1d10 
  minutes. 
  • A character afflicted with long-term madness is subjected to 
  an effect from the Long-Term Madness table for 1d10 × 10 
  hours. 
  • A character afflicted with indefinite madness gains a new 
  character flaw from the Indefinite Madness table that lasts 
  until cured. 
   
  CURING MADNESS 
  A calm emotions spell can suppress the effects of madness, 
  while a lesser restoration spell can rid a character of a short-
  term or long-term madness. Depending on the source of the 
  madness, remove curse or dispel evil and good might also prove 
  effective. A greater restoration spell or more powerful magic 
  is required to rid a character of indefinite madness. 
   
   
   
   
   
   
   
   
  
   
  401 
  INDEFINITE MADNESS 
  d100 Flaw (lasts until cured) 
  1-15 "Being drunk keeps me sane." 
  16-25 "I keep whatever I find." 
  26-30 
  "I try to become more like someone else I know—
  adopting his or her style of dress, mannerisms, and 
  name." 
  31-35 "I must bend the truth, exaggerate, or outright lie to be 
  interesting to other people." 
  36-45 "Achieving my goal is the only thing of interest to me, 
  and I'll ignore everything else to pursue it." 
  46-50 "I find it hard to care about anything that goes on around 
  me." 
  51-55 "I don't like the way people judge me all the time." 
  56-70 "I am the smartest, wisest, strongest, fastest, and most 
  beautiful person I know." 
  71-80 
  "I am convinced that powerful enemies are hunting me, 
  and their agents are everywhere I go. I am sure they're 
  watching me all the time." 
  81-85 "There's only one person I can trust. And only I can see 
  this special friend." 
  86-95 "I can't take anything seriously. The more serious the 
  situation, the funnier I find it." 
  96-
  100 "I've discovered that I really like killing people." 
   
  LONG-TERM MADNESS 
  d100 Effects (lasts 1d10 x 10 hours) 
  1-10 
  The character feels compelled to repeat a specific activity 
  over and over, such as washing hands, touching things, 
  praying, or counting coins. 
  11-20 The character experiences vivid hallucinations and has 
  disadvantage on ability checks. 
  21-30 The character suffers extreme paranoia. The character 
  has disadvantage on Wisdom and Charisma checks. 
  31-40 
  The character regards something (usually the source of 
  madness) with intense revulsion, as if affected by the 
  antipathy effect of the antipathy/sympathy spell. 
  41-45 
  The character experiences a powerful delusion. Choose a 
  potion. The character imagines that they're under its 
  effects. 
  46-55 
  The character becomes attached to a "lucky charm," such 
  as a person or an object, and has disadvantage on attack 
  rolls, ability checks, and saving throws while more than 
  30 feet from it. 
  56-65 The character is blinded (25%) or deafened (75%). 
  66-75 
  The character experiences uncontrollable tremors or tics, 
  which impose disadvantage on attack rolls, ability 
  checks, and saving throws that involve Strength or 
  Dexterity. 
  76-85 
  The character suffers from partial amnesia. The character 
  knows who he or she is and retains racial traits and class 
  features, but doesn't recognize other people or remember 
  anything that happened before the madness took effect. 
  86-90 
  Whenever the character takes damage, he or she must 
  succeed on a DC 15 Wisdom saving throw or be affected 
  as though he or she failed a saving throw against the 
  confusion spell. The confusion effect lasts for 1 minute. 
  91-95 The character loses the ability to speak. 
  96-
  100 
  The character falls unconscious. No amount of jostling 
  or damage can wake the character. 
   
  SHORT-TERM MADNESS 
  d100 Effects (lasts 1d10 minutes) 
  1-20 
  The character retreats into his or her mind and becomes 
  paralyzed. The effect ends if the character takes any 
  damage. 
  21-30 The character becomes incapacitated and spends the 
  duration screaming, laughing, or weeping. 
  31-40 
  The character becomes frightened and must use his or 
  her action and movement each round to flee from the 
  source of the fear. 
  41-50 The character begins babbling and is incapable of normal 
  speech or spellcasting. 
  51-60 The character must use his or her action each round to 
  attack the nearest creature. 
  61-70 The character experiences vivid hallucinations and has 
  disadvantage on ability checks. 
  71-75 The character does whatever anyone tells him or her to 
  do that isn't obviously self-destructive. 
  76-80 The character experiences an overpowering urge to eat 
  something strange such as dirt, slime, or offal. 
  81-90 The character is stunned. 
  91-
  100 The character falls unconscious. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/DM's Guild/DotMM Companion_ Complete Edition/1643747-DotMM_Companion_-_Complete_Edition.pdf