Professional Documents
Culture Documents
1-50 livro
1-50 livro
·
DUNGEON OF THE MAD MAGEm
#
1 -
CREDITS
Lead Designer: Christopher Perkins Other D&D Team Members: Bart Carroll, Pelham Greene,
Designers: Bill Benham, Lysa Chen, Kiel Chenier, Ari Levitch, Chris Lindsay, Shelly Mazzanoble, Mike Mearls,
Dan Dillon, Claire Hoffman, James lntrocaso, Greg Marks, Hilary Ross, Liz Schuh, Nathan Stewart, Greg Tito, Anna Vo,
Alan Patrick, Ben Petrisor, Travis Woodall Trish Yochum
Managing Editor: Jeremy Crawford The following D&D books provided material and inspiration:
Editors: Matt Click, Scott Fitzgerald Gray, Kim Mohan, Boyd, Eric L., Ed Greenwood, Christopher Lindsay, and Sean K
F. Wesley Schneide r, Matt Sernett, Kate Welch Reynolds. Expedition to Undermountain. 2007.
Greenwood, Ed. Ruins ofUndermountain. 1991 .
Art Director: Kate Irwin Rabe, jean, Norm Ritchie, and Donald J. Bingle. Ruins of
Additional Art Direction: Shauna Narciso, Richard Whitters Undermountain II: The Deep Levels. 1994.
Graphic Designer: Emi Tanji Schend, Steven E. Undermountain: Maddgoth's Castle. 1996.
- - - . Undermountain: Stardock. 1997.
Cover Illustrator: Cynthia Sheppard - - - . Undermountain: The Lost Level. 1996.
Concept Artists: Daarken, Shawn Wood Sernett, Matt and Shawn Merwin. Halls ofUndermountain. 2012.
Interior Illustrators: Mark Behm, Eric Belisle, Zoltan Boros,
Clint Cearley, Sidharth Chaturvedi, Jason Felix, Emily Fiegenschuh, Special thanks to the hundreds of playtesters whose feedback made
Lars Grant-West, Leesha Hannigan, Lake Hurwitz, Tyler Jacobson, this latest incarnation ofUndermountain more fun at every turn.
Sam Keiser, Julian Kok, Mathias Kollros, Christopher Moeller,
Scott Murphy, Vincent Proce, Craig J Spearing, Cory Trego-Erdner,
Shawn Wood
Cartographer: Tim Hartin
ON T H E COVER
Adventurers are drawn to Undermountain like moths to a flame.
Cynthia Sheppard illustrates a host of villains vying for control of
the dungeon's depths. Heroes, watch your step!
CE
620C4659000001 EN
ISBN: 978-0-7869-6626-4
First Printing: November 2018
987654321
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgonen Realms. the dragon ampersand, Pfoyu'< Handbook, Monster Monuol, Dungeon Mostet's Guide, all other Wizards of
tht Coast product names, and their respective logos are ttademarks of Wizards of the Coast 1n the USA ind other countries. All characters and their distinctive likenesses are property
o(Wiurds of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herrin is prohibited without the ex.press wriuen permission of Wizards of the Coast.
Printed in the USA. ©2018 Wizards ohhe Coast LLC. PO Box 707, Renton, WA 98057·0707, USA. Manufactured by Hasbro SA, Rue Emile ·Bo~chat 31, 2800 Del~mont, CH.
Represented by Hasbro Europe 4 The Square Stockley Pack tJxbridge Mjddlesex ua11 tET UK
CONTE NTS
Dungeon Key ............................................... 4 Level 9: Dweomercore.......................... 117 Level 18: Vanrakdoom ......................... 231
What Dwells Here? ................................. 117 The Dark Fate of Lord Vanrak
Undermountain Overview ...................... 5
Exploring This Level .............................. 119 Moonstar ................................................ 231
Running the Adventure .............................. 5
Aftermath .................................................. 134 What Dwells Here? ................................. 232
Dungeon History ......................................... 6
Into the Shadowfell .................................233
The Yawning Portal .................................... 6 Level 10: Muiral's Gauntlet ................. 135
Exploring This Level ..............................233
Adventure Hooks ......................................... 7 What Dwells Here? ................................. 135
Aftermath ..................................................242
Undermountain Secrets .......................... 10 Exploring This Level .............................. 136
Dungeon Features ..................................... 10 Aftermath .................................................. 150 Level 19: Caverns of Ooze ...................243
What Dwells Here? ................................. 243
Level 1: Dungeon Level... ....................... 13 Level 11: Troglodyte Warrens ............ 151
Exploring This Level ..............................244
What Dwells Here? ................................... 13 What Dwells Here? ................................. 151
Aftermath ..................................................252
Exploring This Level ................................ 14 Exploring This Level .............................. 152
Aftermath .................................................... 26 Aftermath .................................................. 158 Level 20: Runestone Caverns............. 253
What Dwells Here? .................................253
Level 2: Arcane Chambers.................... 27 Level 12: Maze Level............................. 159
Runestone Caverns .................................254
What Dwells Here? ................................... 27 What Dwells Here? ................................. 159
Stalagmite Tower .................................... 261
Exploring This Level ................................ 28 Exploring This Level .............................. 160
Aftermath ..................................................264
Aftermath .................................................... 42 Aftermath .................................................. 170
Level 21: Terminus Level.....................265
Level 3: Sargauth Level.......................... 43 Level 13: Trobriand's Graveyard....... 171
What Dwells Here? .................................265
What Dwells Here? ................................... 43 What Dwells Here? ................................. 171
Exploring This Level .............................. 266
Exploring This Level ................................ 44 Exploring This Level .............................. 172
Aftermath .................................................. 276
Aftermath .................................................... 58 Aftermath .................................................. 178
Level 22: Shadowdusk Hold ............... 277
Level 4: 1\visted Caverns ....................... 59 Level 14: Arcturiadoom ....................... 179
What Dwells Here? ................................. 277
What Dwells Here? ................................... 59 What Dwells Here? ................................. 179
Exploring This Level ..............................278
Exploring This Level ................................ 60 Exploring This Level .............................. 180
Tier 1 .......................................................... 278
Aftermath .................................................... 68 Aftermath .................................................. 192
Tier2 ..........................................................282
Level 5: Wyllowwood .............................. 69 Level 15: Obstacle Course................... 193 Tier 3 ..........................................................285
Magic of Wyllowwood .............................. 69 What Dwells Here? ................................ . 193 Aftermath ................................................. 288
What Dwells Here? ................................... 69 Exploring This Level .............................. 194
Level 23: Mad Wizard's Lair...............289
Exploring This Level ................................ 71 Aftermath ................................................. 208
Who Dwells Here?...................................289
Aftermath .................................................... 80 Level 16: Crystal Labyrinth ................209 The Dungeon ............................................289
Level 6: Lost Level ................................... 81 What Dwells Here? .................................209 Halaster's Tower......................................298
What Dwells Here? ................................... 81 Crystal Dungeon ...................................... 210 Conclusion................................ .................302
Exploring This Level ................................ 82 Stardock .................................................... 214
Skullport...................................................303
Aftermath .................................................... 94 Aftermath ..................................................220
Reaching Skullport .................................303
Level 7: Maddgotb's Castle.................... 95 Level 17: Seadeeps................................. 221 Skullport Overview ................................. 303
What Dwells Here? ................................... 95 What Dwells Here? ................................. 221 Exploring Skull Island .......................... 304
The Caverns ................................................ 96 Exploring This Level ..............................222 Exploring the Town ................................ 306
The Castle ................................................. 101 Aftermath ..................................................230
App. A: Dungeon Denizens................. 310
Aftermath .................................................. 108
App. B: Elder Runes Deck................... 318
Level 8: Slitberswamp.......................... 109
What Dwells Here? ................................. 109 App. C: Secrets Deck ............................ 319
Exploring This Level .............................. 110
Aftermath .................................................. 116
DUNGEON KEY
D()c Door ®Statue 0 Stalactite
~
~~ Smashed door 1:81 Covered pit trap f\!T'\ Forge
!.?.'::.~
·:··. Rubble ~ Floating candle VVVV" Tapestry/ curtain
UND.ERMOUNTAI N OVERVIEW'
DUNGEON HISTORY A KNOT IN THE W EAVE
Where Waterdeep stands today, there once stood Aelin-
More than one thousand years ago, the wizard Halaster thaldaar, the capital city of the ancient elven kingdom of
Blackcloak (see appendix A) journeyed from a distant lllefarn. When the elves left, they used a powerful spell
land to the base of Mount Waterdeep, perhaps acceding to erase all traces of their capital. This spell had the un-
to the whispered summons of providence. Some believe intended side effect of creating a permanent knot in the
he hailed from the nearly forgotten empire known as Weave, the fabric through which all magic is channeled.
the Cradlelands. In ages past, humanity spread from This knot lies deep underground and isn't something that
the Cradlelands across FaerOn, originating from what can be seen, felt, or undone, but it can cause madness
is now the Plains of Purple Dust, a wasteland birthed to bloom in the minds of mortal beings who dwell near
out of a conflict with the gods. Others give Halaster less it for too long. The knot permeates Undermountain, and
the madness it causes typically manifests as an obsession
ancient origins, placing him among the early wizards
with the dungeon itself. Those affected by the knot in the
of Netheril, or asserting that he came from a southern Weave exhibit a subconscious desire to remain in or near
nation long since buried by sand and time. Whatever the dungeon. Halaster and several of his apprentices fell
his origin, scholars have recorded that Halaster brought prey to this obsession, as did many Melairkyn dwarves
with him seven apprentices to Mount Waterdeep. and Durnan, the proprietor of the Yawning Portal. Not all
With the Seven guarding his back, Halaster tapped creatures that dwell in Undermountain succumb to its
into his immense power to summon beings from other madness, and those who do aren't even aware that the
planes of existence to help him build a wizard's tower to dungeon has them in its clutches.
dwarf all other wizard's towers. But as the seasons wore
on, the Seven saw less and less of their enigmatic mas- came to surround the ruins of Halaster's home. Under-
ter. Halaster continued to use fell creatures from distant mountain was known to those early settlers, and they
planes for tunneling and other construction beneath his often sent criminals into its endless depths as punish-
tower, and the wizard kept the nature of most of his un- ment. So it was for many years, until an intrepid adven-
derground dealings a secret from the Seven. Eventually, turer named Durnan delved into the labyrinth beneath
Halaster's exploration broke into the Underhalls, a com- the tower and returned alive, laden with riches and
plex of tunnels and rooms built by the dwarves around a countless harrowing tales. Durnan used his new fortune
mithral mine beneath Mount Waterdeep. The architects to demolish the remnants of Halaster's tower and built
of the Underhalls, the Melairkyn clan, had long ago been an inn over the well he had used to descend into Under-
killed or dispersed, and warring duergar and drow had mountain, and call it the Yawning Portal. Durnan owns
settled in the ruins. Halaster began a crusade against and operates the inn and tavern to this day, serving pa-
both the drow and the duergar, participating in wild trons and inviting the brave and foolish alike to test their
hunts with extraplanar allies through the tunnels. The mettle in the Dungeon of the Mad Mage.
stubborn duergar dug in until the mithral was largely
mined out; then they abandoned the Underhalls, leav- THE YAWNING PORTAL
ing the drow to fight Halaster and his minions alone.
The Mad Mage rounded up the remaining dark elves, The Yawning Portal, a famous inn and tavern located
trapping some of their souls for use in his dark magic, near the eastern slope of Mount Waterdeep, derives its
while twisting the bodies and enslaving the minds of name from a 40-foot-diameter well that descends into
others. Once he had wrung the drow of their usefulness, the first level ofUndermountain. Located in the center
Halaster Blackcloak tunneled on, ever downward, in- of the taproom, the well was once the outer shell of
dulging his inexplicable compulsion for delving deeper Halaster's mighty tower, which was demolished long
and deeper into the mountain. ago. Its sheer walls are made of old mortared stones.
Using his underground complex as a base of oper- Next to this gaping orifice hangs a winch with a simple
ations, Halaster traveled to other planes and distant rope-and-pulley mechanism that Durnan, the proprietor,
lands, collecting strange and dangerous creatures to uses to lower adventurers down the shaft and (some-
live as prisoners, servants, or guardians in Undermoun- times) pull them up again. Durnan controls the winch
tain. Populating and defending the dungeon became an himself and will transport only one adventurer at a time.
obsession. Over time, the mage's preoccupation with The trip takes 10 rounds, down and up. The rope is
Undermountain electrified his eccentricities and infused stained with old blood and long enough to reach all the
him with an air of unconcealable madness. way to the floor of the dark room at the bottom of the
Halaster's apprentices came and went. Some left only 140-foot shaft (level l, area 1).
to return- inexplicably drawn down into Undermoun- Durnan charges adventurers 1 gp each to descend
tain's depths. Others remained by his s ide. As they into the well, whether they opt to use the rope or not.
began dedicating more attention to their private obses- The return trip also costs a piece of gold, sent up in a
sions, madness settled into their souls as well. bucket in advance. He a lso readily accepts coin from pa-
trons who want to place grisly bets on adventurers who
During the years Halaster quested on other planes
and sequestered himself in his tunnels, his magnificent dare explore Undermountain, and their odds of return-
tower and its surrounding walls fell into ruin. In time, ing alive. "Five gold dragons says they're back before
the city now known as Waterdeep developed in the a tenday, minus the fighter, the wizard, and the cleric!"
shadow of Mount Waterdeep and spread down to the is the flavor of commentary often heard amid gales of
harbor. As the city sprawled outward over the years, it drunken laughter.
UNDERMOUNTAIN OVERVIEW
7
Obaya is also interested in buying spellbooks for Characters won't find Kressa ndo anywhere, but they
Wakanga O'tamu. S he prices a spellbook based on the might find his ring in the possession of a hobgoblin war-
highest-level spell contained in it: 5 pp for 1st level, 25 lord named Azrok (see level 3, area 21n) and discover
pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 how Esvele's brother met his untimely end. Returning
pp for 6th or 7th level, and 500 pp for 8th or 9th level. Kressando's ring to Esvele completes the quest and
Once she has paid for 7,500 pp worth of magic items places her in the party's debt.
and spellbooks, Obaya hires a small squad of body-
guards, books passage on a merchant ship heading to THRONE OF THE CORONAL
Chult, and returns to Port Nyanzaru with her trove. Volothamp Geddarm, famous explorer and raconteur,
offers to buy the adventurers a round of drinks to cel-
PAY A HARPER DEBT ebrate their upcoming expedition into the Dungeon of
A lawful good bard named Mattrim Mereg, known as the Mad Mage. Injected into the conversation is the fol-
Threestrings to his friends, plays a three-stringed lute lowing tale:
at the Yawning Portal and is a much more talented This story dates to the fall of Illefarn, an elven king-
musician than he pretends to be. In truth, Mattrim is a dom of the North. An alabaster throne belonging to
Harper spy who uses this busking gig to establish rela- Syglaeth Audark, the last coronal of Illefarn, disap-
tionships with the Yawning Portal's unique clientele. peared from the capital city of Aelinthaldaar, where
Mattrim needs a pouch of gold delivered to a female the Mad Mage built his tower and today stands Wa-
half-drow named Cal'al Claddani, who runs a tavern terdeep. It's said that a group of dwarves feared the
called the Flagon and the Dragon in Skullport. Cal'al destruction of such a miraculous work of stonecraft
provided shelter a nd healing to a wounded Harper and stole the throne right out from under the elves'
spy in Skullport and is owed payment for her support. slender noses. Where the dwarves hid it for so long,
Mattrim's pouch contains three moonstones worth who knows? But should you find it in Undermoun-
50 gp each. tain, it would please the elves of the North to know
Once they deliver the pouch, characters can take it survives.
refuge in a Harper hideout called Dalagor's Fortress, lo-
In truth, the ancient alabaster throne was spared the
cated on the uppermost level of Skullport. Mattrim tells
destruction of Aelinthaldaar by Coronal Audark himself,
the characters that a dragonborn mage named Felrax
who ordered it placed in an underground vault. Despite
guards the place.
the precaution, the throne was damaged in the calamity
SEARCH FOR KRESSANDO ROSZNAR that befell the elven kingdom. After the fall of lllefarn,
A young noblewoman, Esvele Rosznar has been fre- Melairkyn dwarves found the throne and bore it to their
quenting the Yawning Portal on busy evenings, keeping halls with the intention of repairing it and returning it to
mostly to herself while sipping zzar and listening to the elves.
gossip. Her family has a tarnished reputation, having If the characters find the throne (see level 3, area 14c)
once been banished from Waterdeep for slavery and and inform Volo of its location, he s hares this informa-
other illegal acts. Although the Rosznar family is trying tion with his elf friends, who express their gratitude by
to regain its integrity and standing, several bad apples giving the party a beautifully crafted longbow and an
threaten to impede that progress with their sinister elven quiver containing twenty silvered arrows. The
ventures. Esvele's brother, Kressando, was sent to bow bears the Elvish inscription "Al hond ebrath, uol
Skullport to conduct secret meetings with the Xanathar tath shantar en tath la/ala ol hond ebrath." This phrase
Guild and gauge interest in setting up a s lave trade in translates to "A true friend , as the trees and the water
S kullport, far from the eyes ofWaterdavian authorities. are true friends." The elves eventually embark on their
Esvele didn't learn of this meeting until after Kressando own expedition into Undermountain, with the goal of
vanished, and she is determined to stop his scheming retrieving the throne.
and see him returned to Waterdeep before he can fur-
ther tarnish the Rosznar name. FUTURE QuE_
ST_ s_ _
Esvele takes one or more of the adventurers aside as Future quests are available to adventurers only after
they prepare to make their initial descent into Under- they satisfy the prerequisites. The characters might
mountain and asks them to keep an eye out for Kres- need to enter a nd leave Undermountain several times
sando, a 22-year-old man with fair skin and dark curly before they're eligible to receive these quests.
hair, trained in the arts of stealth and thievery. She also
tells them that Kressando wears a platinum signet ring EYE OF THE SPIDER
bearing the Rosznar family crest (a diving white falcon Prerequisite: Complete the "Search for Kressando
on a field of blue) and an inscription of the family motto Rosznar" quest
("Fly high and stoop swift"). News of Kressando Rosznar's death is leaked to the
She promises that if the characters can facilitate Kres- publishers of several local broadsheets, along with
sando's safe return or deliver proof of his whereabouts the names of the adventurers who retrieved his signet
to Esvele, she will owe them a favor, adding that "You ring from Undermountain. The news inspiresjoroth
can trust in House Rosznar." (For more information on Brighthelm, a dwarf spy for the Lords' Alliance, to visit
Esvele Rosznar, see Waterdeep: Dragon Heist.) the Yawning Portal.
UNDERMOUNTAIN OVERVI EW
UNCOVER THE 'TELEPATHIC SPY end, she does everything in her power to keep adventur-
Prerequisite: 9th level or higher ers in Undermountain alive. Her abilities a re, however,
An ulitharid (see appendix A) has been using telepathy limited in her current, bodiless form.
to contact random people in the city and learn all it can Jhesiyra can exert control over Halaster's magic gates,
about Waterdeep. Those the creature has contacted keeping adventurers from passing through them if she
know nothing of the ulitharid's true nature, only that an thinks they lack the might needed to defeat the perils be-
alien intellect has reached out to them for information. yond. In terms of game rules, characters are prevented
Word of these telepathic intrus ions has begun to spread from passing through a gate when their experience level
throughout the city, gaining traction as more than just fai ls to meet a prerequisite (the recommended character
a mad rumor. Several of Durnan's regular patrons have level for which the dungeon level is designed). Any char-
spoken at length about it, and Durnan believes the acter who doesn't qualify is pushed back without being
source might be somewhere in Undermountain. In fact, harmed when trying to step through the open gate. Only
he thinks a horrific, psionic monster called an elder a wish spell can allow a character to pass through. As
brain might be lurking in the dungeon. Not wanting to the Dungeon Master, you can suspend this restriction
alarm anyone with rumors of mind flayers, he keeps this and a llow characters who don't meet the level prerequi-
conjecture to himself for now. site to pass through a gate, particularly if you think they
Durnan urges adventurers to find the source of the have the resources to survive and overcome that dan-
telepathic contact, learn its intentions, and put a quick gers that await them.
and decisive end to it if those intentions are hostile. (The Jhesiyra can't stop characters from moving between
ulitharid awaits them on level 17.) If the party deals with dungeon levels by more conventional means. Whenever
the threat, Durnan promises to make s ure the deed is they enter a dungeon level designed for characters of a
never forgotten but offers no tangible reward. higher experience level, Jhesiyra sends them the follow-
ing telepathic warning in Common: "Turn back! You're
not prepared for the danger that lies ahead!" Characters
UNDERMOUNTAI N SECRETS are free to ignore her warning. S he can't and won't elab-
Appendix C of this book contains the Secrets Deck- orate on the nature of the danger that awaits the adven-
paper cards for you to photocopy and hand out to the turers or communicate with them in a ny other way, for
players when their characters learn reliable information fear of being detected by Halaster.
about Halaster and Undermountain. Powerful divination magic can revealjhesiyra's dis-
Any character who spends at least four hours in the embodied presence throughout Undermountain. But
Yawning Portal is likely to overhear tall tales about the not even a wish spell or divine intervention will allow
Mad Mage and his dungeon. Not all rumors are to be direct, two-way communication with Halaster's former
believed, however, and characters need keen ears and apprentice.
sharp insight to determine which stories have weight.
Have each character make a DC 20 Intelligence (Inves- DUNGEON FEATURES
tigation) check or Wisdom (Insight) check. If the check
succeeds, the character learns a secret about Under- For the sake of avoiding repetitive descriptions, com-
mounta in, and the player can draw a card from the Se- mon featu res of Undermounta in are summa rized here.
crets Deck.
ALTERATIONS TO MAGIC
Players can hold onto these cards for later reference.
When the characters meet an NPC in Undermountain Halaster doesn't make it easy for creatures to enter or
who knows a fact, have one of the players draw another leave his dungeon. No spell other than wish can be used
card from the Secrets Deck to determine what that NPC to enter Undermountain, leave it, or transport oneself
knows about Halaster and his dungeon. from one level to another. Astral projection, teleport,
plane shift, word ofrecall, and similar spells cast for
jHESIYRA KESTELLHARP these reasons simply fail, as do effects that banish a
Among the greatest of Undermountain's secrets is the creature to another plane of existence. These restric-
story of jhesiyra Kestellharp, who was one of Halaster's tions apply to magic items and artifacts that have prop-
most gifted apprentices until it became clear to her that erties that transport or banish creatures to other planes
Halaster was irrevocably insane. She fled, but Halaster as well. Magic that allows transit to the Border Ethereal,
dragged her back to Undermountain and trapped her s uch as the etherealness spell, is the exception to this
in the Citadel of the Bloody Hand, a dungeon complex rule. A creature that enters the Border Ethereal from
under Mount Waterdeep connected to Undermountain. Undermountain is pulled back into the dungeon upon
leaving that plane.
Jhesiyra escaped her prison when its wards failed
during the Spellplague. To hide from Halaster, she mag- Magic that summons creatures or objects from other
ically confined herself in the stones of Undermountain. planes functions normally in Undermountain, as does
She now exists in a bodiless state, inhabiting the very magic that involves an extradimensional space. Any
dungeon itself. Halaster is unaware ofjhesiyra's pres- spells cast within such an extradimensional space (such
as that created by a Mordenkainen's magnificent man-
ence but also wonders over her disappearance following
the Spellplague. sion spell) are subject to the same restrictions as magic
cast in Undermountain.
jhesiyra's plan is to use adventurers to defeat Halaster
so that she can seize control of Undermountain. To that
UNDERMOUNTA I N OV.ERVJEW
10
Spells can't destroy or alter the shape of Undermoun- thieves' tools can pick the lock with a successful DC 20
tain's magically protected ceilings, pillars, columns, Dexterity check.
walls, or floors. For example, an earthquake spell A locked or s tuck door can be forced open with a suc-
would not trigger a ceiling collapse or create fissures in cessful DC 20 Strength (Athletics) check. A creature
Undermountain. Doors and furnishings, however, are that fails a check to force open a door can't make
not protected in this way.
While they are in Undermountain, characters who HALAS TE R'S G OALS
receive spells from deities or otherworldly patrons con- The Mad Mage makes his presence known throughout this
tinue to do so. In addition, spells that allow contact with adventure. Most often, he's a distant observer, watching
beings from other planes function normally. with amusement as adventurers contend with the deni-
zens and other dangers of his dungeon. Other times, he
SENDING SPELLS appears before them in the form of a spectral eye or some
Inside Undermountain, Halaster can't be contacted by other magical force. Why does he tolerate adventurers in
means of sending spells. Any cre ature that tries to con- his home? What's his aim? That's for you to decide.
This sidebar outlines several possible goals for Halaster.
tact him with a sending spell is magically redirected to
Choose one you like, or randomly determine Halaster's
the Mad Mage's nothic secretary (see level 9, area 31). goal by rolling a d6. His goal can change at any time with-
Each time it is contacted in this manner, the nothic re- out explanation; he is the Mad Mage, after all.
plies with a string of expletives in Undercommon. Other
things the nothic night say (in Undercommon) include Goal 1: Clean House. Halaster wants adventurers to clear
out parts of his dungeon so that he can restock the
the following:
tunnels with new threats from across the planes. He's
• "Are you alive or just waiting to be conjured?" unhappy about the amount of space the drow take up on
• "Get out of my extradimensional space!" levels 3, 10, and 12. He's also concerned that the conflict
• "There's a knot in the Weave! I can't untie it!" between the githyanki on level 16 and the mind flayers
• "Halaster's not home right now." on level 17 could spiral out of control; consequently, he
wants one side or the other (or both) eliminated.
A RCHIT E CTURE Goal 2: Destroy Ezzat. An irksome lich named Ezzat has
Undermountain is made up of a mixture of smooth, taken refuge on level 20, and Halaster wants adventurers
worked stone and rough-hewn s tone, with the occa- to destroy the lich and its phylactery. Halaster has bound
sional intruding natural tunnel or cavern. A few levels two genies (a dao and a marid) to level 19 and uses
have exceptional architectural features; for example, them to help adventurers accomplish this goal.
level 16, the Crys tal Labyrinth, has walls, floors , and Goal 3: Strike Fear into Heroes' Hearts. Halaster wants
ceilings made of crystal. fewer adventurers coming down the well to pester him
and steal his valuable belongings. To that end, his goal
CEILINGS is to terrify adventurers and send them screaming back
It's helpful to know the height of a ceiling, particularly if to Waterdeep with horror stories that discourage others
creatures in the area can climb or fly. from descending into Undermountain.
Rooms. A room's ceiling is at lea st as high as the Goal 4: Become Waterdeep's Shadow Lord. The Shadow-
room is wide, ofte n higher. If a room's ceiling height is n't dusks were Waterdavian nobles who descended into
specified in the text, assume it's the minimum height. madness, taking refuge in Undermountain. Halaster
Tunnels. A tunnel's ceiling is as high as the tunnel is wants to return them to power in the city above and use
wide, unless otherwise noted. Most tunnels in Under- them as puppets to rule Waterdeep from below as its
mountain are arched and have no visible structural sup- Shadow Lord. Adventurers can thwart Halaster's scheme
ports. Exceptions are called out in the text. by destroying the leaders of the Shadowdusk family and
laying waste to their stronghold on level 22.
DOORS A N D SECRET DOORS
Normal doors (including double doors) are made of Goal 5: Find an Apprentice. Halaster is searching for one
thick, sturdy wood fitted with iron hinges and handles, or more new apprentices worthy of his time and tute-
lage. He is cultivating talent on level 9, but he's also
and protected against moisture by magic. Secret doors
paying close attention to other arcane spellcasters who
are fashioned of the same material as the surface in enter Undermountain. Of course, once the novelty of
which they're set (usually stone) and require a success- new apprentices wears off, Halaster will likely do the
ful DC 20 Wisdom (Perception) check to locate, unless same thing he's done with all his previous apprentices:
noted otherwise. When they are closed, most doors and teach them ways to mutilate and destroy themselves.
secret doors create airtight seals, keeping gases and
gaseous creatures from passing through them; excep- Goal 6: Locate Jhesiyra. Somewhere in the back of his
tions are noted in the text. twisted, paranoid mind, Halaster believes that Jhesiyra
Kestellharp is still alive and plotting to destroy him. He
A one-way door can be manually opened only from
has no clue where Jhesiyra might be, but he can't rest
one side (the other side has no handle or hinges). A
until the mystery of her disappearance is solved and
knock spell or similar magic is needed to open a one- she's his prisoner once again. Halaster thinks he can use
way door from the "wrong" side. the adventurers to lure jhesiyra out of hiding, but they
Not many doors in Undermountain have locks, but turn out to be the same adventurers she's using to find
those that do sport locks of masterful craftsmanship. and destroy him.
When confronted by a locked door, a character with
UNDERMOUNTAIN O VERV I EW
EXPA NDING UNDERMOUNTAIN An open gate acts as a two-way portal and typically
Each dungeon level has tunnels that lead off the edge of remains open for 1 minute upon activation. Creatures
the map. These tunnels can be ignored if you have no peering through the open gate can see the destination
desire to expand the dungeon. If you choose to expand a beyond as though they are looking through an open
level by creating new rooms of your own, you can attach doorway into that location.
your section of the dungeon to an existing map by using
A gate can't open within the area of an antimagic field
one of these connecting tunn els.
spell or similar effect. Dispel magic has no effect on a
gate, but a wish spell can permanently destroy a gate or
another attempt on the same door unless it has another force it open for up to 1 hour. A gate cannot be damaged
creature or a tool (such as a crowbar) to assist. or destroyed otherwise.
If the direction in which a door opens becomes Halaster favors three kinds of gates:
important, decide for yourself which area the door
opens into. Arch Gate. This gate looks like an archway chiseled
into a blank wall. The archway is 10 feet high and 10
ELDER RUNES feet wide unless otherwise noted. Most of the gates in
Undermountain are arch gates.
Elder runes are ancient symbols imbued with magical
power. With years of study, any creature that can cast Mirror Gate. This gate consists of a wall-mounted mir-
the symbol spell can learn an elder rune and add it to ror, ovoid or rectangular, encased in a carved stone
the selection of symbols that can be created with the frame. The mirror is 10 feet tall and 5 feet wide unless
spell. Halaster has spent lifetimes studying elder runes, otherwise noted. All the gates leading to and from
inventing new ones, and harnessing their volatile magic. level 10 are mirror gates.
He likes to place them throughout Undermountain Standing Gate. This gate forms between two standing
as hazards. stones or pillars. Unless otherwise noted, these col-
Appendix B presents several elder runes on paper umns are 15 feet tall and spaced 10 feet apart, with a
cards that you can photocopy and cut out to create an stone lintel resting horizontally atop them to form a
Elder Runes Deck. When circumstances call for the rectangular opening. Because the gate is freestanding,
appearance of an elder rune, a card is drawn from this one can pass through it from either direction.
deck to determine which rune appears and what it does.
Elder runes function as symbols cast using the symbol ELDER RUNES ON GATES
spell, with these changes: When a gate opens, a random elder rune appears within
its vertical plane. Draw a card from the Elder Runes
• An elder rune has two possible effects: one beneficial
Deck to determine which rune appears. Halaster usu-
(called the boon effect) and the other harmful (called
ally has the rune target the first creature that passes
the bane effect). The elder rune's creator chooses
through the open gate. Every so often, to keep the play-
which effect occurs or can randomize it so that a die
ers guessing, you can have the rune trigger when the
is rolled to determine whether the bane effect (odd die
second or third creature passes through. Once an elder
roll) or the boon effect (even die roll) is triggered.
rune is triggered, it vanishes until Halaster recasts the
• A triggered elder rune targets one or more creatures
symbol spell on the gate.
within 60 feet of it, according to the caster's specifica-
tions. Once the effect activates, the elder rune disap-
ILLUMINATION
pears and the spell ends.
S ince the creatures that originally carved out Under-
A creature doesn't make a saving throw against an
mountain had darkvision and Halaster lights his way
elder rune's boon effect. Saving throws made to resist
by using magic, a reas of the dungeon are unlit unless
the bane effect of Halaster's elder rune have a spell
otherwise noted.
save DC of 22.
UNDERMOUNTAIN OVERVIEW
LEVEL 1: DUNGEON LEVEL
HE 0UNCEON LEVEL IS DESICNED FOR FOUR because she recently acquired a flesh golem that wan-
5th-level characters, and characters who dered up from level 2. Struck by Harria's resemblance to
defeat the monsters on this level should gain its creator, the golem has been pressed into service.
enough XP to reach 6th level. The Undertakers are aware that bugbears and goblins
are spying on them (see "Xanathar Guild" below). If they
encounter adventurers whom they can't extort or defeat,
WHAT DWELLS HERE? the bandits try to orchestrate a conflict between the ad-
Aside from hungry monsters, a bandit venturers and the goblinoids, which they hope will get
gang has made its home here, as have bugbears and rid of one or both groups.
goblins in league with the beholder crime lord known
as Xanathar. XANATHAR GU ILD
THE UNDERTAKERS Nine bugbears (five of them under the control of intellect
devourers) represent the Xanathar Guild on this level.
A gang of neutral evil human bandits calling themselves They're charged with keeping adventurers from reach-
the Undertakers prey on gullible adventurers, demand- ing the lower levels and thereby interfering with guild
ing a toll of 10 gp per character for safe passage through business. With the help of several goblins, the bugbears
this level of the dungeon. The bandits have taken over have set up guild watch posts in areas 23, 28, and 39.
areas 6 through 8 and have spies watching area 1 to re- The bugbears and their goblin toadies are plotting
port on intruders. to kidnap one of the leaders of the Undertakers and
The bandits are failed actors and singers who use take that person back to Skullport to have an intellect
disguise kits to appear as vampires. These disguises devourer implanted in their skull, so that Xanathar can
are elaborate and convincing (including wigs, theatrical take control of the bandit gang. The bugbears have been
clothing, makeup, fake fangs, and fake nails), but adven- spying on the bandits and will shortly begin testing
turers can see through the ruse with a successful DC 14 their defenses. They are frightened by the flesh golem,
Wisdom (Insight) check. though, and will offer to grant safe passage to any adven-
The leaders of the gang, Uktarl Krannoc and Har- turers who promise to dispose of it. The bugbears don't
ria Valashtar, were lovers once, but their relationship keep their end of the bargain, but the goblins readily will
soured recently. They're fed up with each other, and do so out of self-preservation if all the bugbears and in-
each is plotting to eliminate the other and take control tellect devourers are dead.
of the gang. Barria is the likely winner of this conflict,
its wizard master perished while exploring level 4; the At the west end of a 20-foot-wide hall (area 2a), stairs
shield guardian's amulet can be found there (level 4, descend 10 feet to a room lined with pillars (area 2b).
area 16a). A rune on the shield guardian's head matches Similar staircases descend into the room from 10-foot-
a rune inscribed on the back of its amulet. wide tunnels leading north, west, and south.
When the shield guardian sees the characters, it
wastes its actions on feeble gesticulations that suggest 2A. DEMON R ELIEFS
it's trying to cast harmful spells at them. It reverts to Bas-Reliefs. Every 10-foot section of wall has a 9-foot-
making normal attacks only if one or more characters high, 4-foot-wide, 3-inch-deep door-shaped recess
enter its reach and make melee attacks against it. If the containing a bas-relief carving of a demon. Each relief
characters keep their distance and avoid harming the depicts a different kind of demon (see below).
shield guardian, it ends its "attack" after a few rounds Skeleton. A kenku skeleton lies on the floor, one of its
and wanders off, looking for other denizens to terrorize. thin arms pointing toward a bas-relief of a nalfeshnee
demon on the south wall. (Halaster artfully placed the
EXPLORING THIS L EVEL skeleton here to help adventurers find the secret door
All location descriptions for this level are keyed to map to area 3.)
1. Characters who descend into the dungeon from The carvings on the north wall of area 2a depict (from
the Yawning Portal land in area 1 and can proceed east to west) a balor, a barlgura, a chasme, a dretch,
from there. a glabrezu, a goristro, and a hezrou. The carvings on
the south wall depict (from west to east) a marilith, a
1. ENTRYWELL nalfeshnee, a quasit, a shadow demon, a vrock, and a
At the bottom of the Yawning Portal entry well is a dark, yochlol. The recessed wall that contains the nalfesh-
40-foot-square room with the following features: nee carving has a secret door leading to area 3. The
recessed wall that contains the dretch carving has
Exits. The only exit appears to be a tunnel that leads another secret door, which leads to area 4. The dretch
south before bending west. (There's also a one-way carving has half-inch spy-holes for eyes. These holes are
secret door to the north.) detected when the secret door is found.
1 square = 10 feet
;;-y
Tunnel leods to
exponded dungeon ~
,
FINE FELLOWS OF DAGGERFORD assembly. A pile of wrecked wooden furniture lies in the
area's northwest corner.
Characters who explore this level might encounter three Seven goblins are here. Three of them are using stone
members of the Fine Fellows of Daggerford, an evil ad- hammers to pound rusty nails through decrepit wooden
venturing party. If Halleth the revenant (see level !, area planks. The other four are clustered in the middle of the
37) accompanies the characters, he uses his Vengeful room, passing around a scroll on which someone has
Tracker trait to lead the party to his former companions drawn a crude blueprint of a stage. If attacked, these
so he can repay them for their betrayal. These three goblins retreat to area ld. They otherwise pay no atten-
"Fine Fellows" are: tion to strangers.
• Copper Stormforge, a dwarven thief, values gold Treasure. The goblins carry a total of27 cp and 15 sp.
above all. He has been captured by goblins and impris-
oned in area le. le . GIBBETS AND GRAVY
• Midna Tauberth, a human priest of Shar, thinks she Four iron gibbets hang from chains hooked to the
can do everything herself. The perils of this level have 10-foot-high ceiling. The gibbets are empty except for
forced her to take refuge in area llb. one that holds a wailing goblin named Glom.
• Rex the Hammer, a human warrior, seeks fortune and Glom was caught stealing food intended for the goblin
glory, and doesn't care whom he steps on to achieve it. boss, Yek. S he hasn't eaten in two days and happily pro-
The characters find him at the mercy of the mezzoloth vides information or her service as a guide in exchange
in area 13g. for food or freedom. She knows about the magic circlet
that turned Yek into a human and where the goblin boss
MUTATED APPRENTICES keeps the rest of his treasure (area lf).
Glom knows the general layout of this level of Under-
Halaster handed over this level to his fervent pupils, al- mountain, the positions of the Xanathar Guild outposts,
most all of whom were driven mad by their studies and and the location of the stairs leading down to level 3.
mutated by the magic they wrought, becoming gibbering Glom eagerly betrays her liberators if someone with
mouthers and nothics. A mezzoloth summoned from the more food and the promise of a better life comes along.
Lower Planes to serve as a wizard's assistant now rules The lock on Glom's gibbet can be picked with thieves'
over them all. tools and a successful DC 15 Dexterity check. It can
also be broken off with a successful DC 20 Strength
WAN DE RING MONSTERS
(Athletics) check or a solid weapon blow.
Monsters wander this level of Undermountain in search
of food or treasure. Such monsters include carrion ID. MARKET HALL
crawlers, gricks, mephits, owlbears, and spectators. If Ceiling. This room has a soaring, 60-foot-high ceiling
your game session needs a greater challenge, try adding supported by two rows of stone pillars.
one or more of these monsters to an encounter of your Goblin Vendors. The middle of the chamber is taken up
own design. by eight vendor stalls. Twenty-two goblins are here,
sixteen vendors (two per stall) and six guards who
EXPLORING THIS LEVEL stand in pairs near the exits to areas l e, lf, and 8.
All location descriptions for the Arcane Chambers are Throne. A granite throne stands against the north wall
keyed to map 2. atop a rectangular stone dais.
The goblin vendors buy and sell stolen goods, includ-
1. GOBLIN BAZAAR ing items listed in chapter 5 of the Player's Handbook-
In this monstrous market live forty goblins. Half of them particularly armor, shields, weapons, adventuring gear,
are guards, and the other half are traders. The goblin tools, trade goods, food, and drink. The goblins buy
boss and his retinue lurk in area le. goods at half the normal price and sell them at three
times the normal price. Their food is of poor quality but
l A. B AZAAR SIDE ENTRANCE edible. A character who succeeds on a DC 12 Charisma
Detritus. Trash and debris litter the floor. (Intimidation or Persuasion) check can bargain a goblin
Bas-Reliefs. The walls are adorned with bas-reliefs down to half its asking price for an item.
that once depicted dwarves carrying supplies. The The goblin guards have orders to keep the peace. If
dwarves' faces have been chipped away and replaced a brawl or a battle erupts, they attack with the goal of
with cartoonish goblin heads drawn in charcoal. knocking troublesome visitors unconscious. Visitors
Noise. Banging noises can be heard to the north. (The whom the guards subdue are dragged out of the market
goblins in area lb are building a wooden stage there.) and left in area 8 without their weapons or treasure.
(Any treasure the goblins take is placed in area If.)
l B . AUCTION H ALL Throne. Yek sits here when he deigns to preside over
The goblins are erecting a stage against the north the market. The throne has been draped with animal
wall of this 20-foot-high chamber using wood stolen skins and festooned with monster skulls and trinkets
from elsewhere in Undermountain. Once the stage is twisted up in wire.
complete, the goblins plan to auction slaves and other Treasure. The goblin guards have a total of 25 cp and
valuable merchandise here. The stage will be quite large 20 sp. Each goblin vendor carries a fat pouch with 3d6
when it's finish ed but is still in the preliminary stages of gp, 3d8 sp, and 3d10 cp in it.
Tunnel leads
to expanded
9d
lQ_b
~~d~l
10c
~~
~~~1~
Tunnel leads to
expanded dungeon
Tunnel leads
to expanded
dungeon
Tunnel leads to
expanded dungeon
L~'l. A
9
!E. YEK THE TALL tune to it. The circlet transforms its attuned wearer
Torches. Flickering torches in iron brackets light into an attractive human of average height and weight.
this room. The circlet chooses the physical characteristics of the
Bugbears. Four bugbears stand in the room's corners. form , such as age, gender, skin color, hair color, and
Goblins. A handsome man wearing a golden circlet on voice. Except for size, the wearer's statistics and racial
his brow (Yek the Tall, a goblin boss in altered form) traits don't change, nor do items worn or carried by the
reclines on a mound of cushions at the north end of wearer. Removing the circlet ends the effect.
the room, eating an apple. Ten goblins (Yek's toadies) lF. YEK'S TREASURE
lie about on moldy cushions around him. This room contains the following treasure:
P risoner. Chained to the south wall is a male dwarf clad
in leather armor who has been gagged. He has cop- • A gruesome diorama featuring the stuffed corpses of
per-orange hair, but his beard has been shaved off (see a beholder and six goblins, all of them in battle poses
"Shaved Dwarf" below). and adorned with costume jewelry
• An ivory chessboard on a low stone table
The bugbears work for Yek because he pays them. A A 9-foot-tall, 3-foot-wide framed painting ofYek, de-
bugbear abandons Yek and returns home to Skullport picting him in his regal human form, standing proudly
(on level 3) if given a bribe of 5 gp or more. with his golden circlet on his brow
lfYek orders the goblins into battle, they fight reluc- • A hefty, iron-banded wooden chest with iron rings
tantly. If half are killed or incapacitated, the rest flee. for handles
The goblins also run away ifYek is slain.
Yek wears a gold circlet (see "Treasure" below) that Characters who loot the diorama find fifteen pieces of
has transformed him into a beautiful adult male human. costume jewelry worth 1 gp each. The ivory chessboard
In this form , his size is Medium. If the characters hum- is worth 25 gp. The wooden chest is filled with 2,000 sp.
ble themselves before Yek and appeal to his vanity, they The painting ofYek has no real value, though a clever
are treated fairly. If they attempt to steal from him or character can sell it for 50 gp by convincing a naive
have harmed any of his underlings, Yek sentences them buyer that the painting depicts a figure of historical
to death and orders his goblin toadies and the bugbears importance; doing so requires a successful DC 13 Cha-
to attack. Yekjoins the fray only in self-defense. risma (Deception) check.
If the characters and Yek part company on peaceful
terms, three ofYek's goblin toadies try to speak to the 2. KALABASH'S CHAMBERS
characters afterward, away from the goblin boss. They Kalabash was one of Halaster's apprentices, though
plead with the characters to end Yek's "curse" by steal- not one of the original seven. He has been trapped in a
ing the circlet that has transformed the goblin boss into pocket dimension for hundreds of years now and is com-
a human. They don't have a plan for doing so and are pletely insane. Characters might stumble across him as
hoping the characters can devise one. The toadies can they explore his chambers.
get all the other goblins out of the hall, but they have no
control over Yek's bugbear bodyguards. 2A. WATER PUMP
Shaved Dwarf. The beardless dwarf is Copper Storm- In the center of this room is a rusted iron hand pump
forge, a member of the Fine Fellows of Daggerford ad- and a deep stone basin. This pump draws water from a
venturing party. His hatred for goblins increased tenfold spring between levels of the dungeon. Using an action to
when they chopped off his beard, and if he is set free, he crank the pump draws ld4 + 1 gallons of potable water
tries to kill every one of them. into the stone basin.
As a reward for setting him free, Copper gives his
liberators what he claims is an authentic map of the Sar- 2B . ABANDONED LABORATORY
gauth Level (level 3). Copper folded the map into a tiny This room is filled with dusty tables and cauldrons. Its
package and tucked it between his butt cheeks to hide it stone hearth is cold. Piled atop the tables are alchemi-
from his captors. He doesn't realize the map is fake and cal tools and equipment, all of it ancient to the point of
utterly worthless. being unusable. Disturbing the laboratory in any way
Copper is a shield dwarf scout, with these changes: alerts the specter·in area 2c.
• Copper is neutral evil. 2C. WIZARD'S KITCHEN
• He has these racial traits: He speaks Common and This decrepit kitchen contains an oven range, a washing
Dwarvish. His walking speed is 25 feet. He has basin, a hearth bearing a covered cook pot, and shelves
darkvision out to a range of 60 feet, advantage on filled with pots, pans, and cooking tools.
saving throws against poison, and resistance to poi- A specter hides in the covered cook pot, emerging if
son damage. the lid is lifted or if the specter is disturbed by noises
He has no weapons. from area 2b. The specter can command four nearby
Treasure. The goblins under Yek carry a total of 60 pots and pans to do its bidding; treat these objects as
cp and 25 sp. Each bugbear carries a large pouch that flying swords that deal bludgeoning damage instead
contains 15 gp. of slashing damage. If the specter is defeated, the pots
Yek's circlet is an uncommon magic item called a and pans clatter to the ground, becoming inanimate
circlet ofhuman perfection. Only humanoids can at- once more.
next dawn. These chambers are much older than the dwarf-hewn
The caryatids lose their magic if even one is destroyed chambers that surround them, as evidenced by the
or toppled. A caryatid has AC 17, 90 hit points, and im- crumbling walls, the slanted floors, and the thin streams
munity to poison and psychic damage. It can be toppled of dust pouring down through cracks in the sagging ceil-
with a successful DC 30 Strength (Athletics) check. ing. Halaster converted this tomb for the elven dead into
Quadrone. Halaster found this rogue modron, de- a series of test chambers that now lie abandoned.
cided to adopt it, and gave it a name: Halastron. The
modron considers Halaster its friend and follows his
orders to the best of its ability. Its orders are as follows:
...,
l.EVEJ. 2 (ARCANE CHAM BF.RS
26A. Do NoT FEED THE OwLBEARs! move through other creatures' spaces, and creatures
Owlbears. Two owlbears left here by Halaster are hun- can move through its space, treating it as difficult ter-
gry and attack anything that enters this room. rain. Whenever the sphere enters a creature's space or
Sarcophagi. A dozen elven sarcophagi arranged about a creature enters its space while the sphere is rolling,
this dusty room have been reduced to rubble. that creature must succeed on a DC 15 Dexterity saving
Carvings. Time and neglect have all but destroyed wall throw or take 55 (lOdlO) bludgeoning damage and be
carvings that depict elves mounted on elk, parading knocked prone.
through a forest as the seasons change around them. A creature within 5 feet of the sphere can attempt
Secret Door. A secret door in the north wall leads to slow it down by using an action to make a DC 20
to area 26b. Strength check. On a successful check, the sphere's
speed is reduced by 15 feet. In the sloped hallway, this
Treasure. Characters who search the room for trea- reduction lasts only until the end of the sphere's next
sure find a 10-pound clay pot lying amid some rubble turn. If the sphere's speed drops to 0 on a flat surface, it
near the south wall. The pot is painted with images of a stops moving and is no longer a threat.
bare-footed elf druid leading a march of small, uprooted
shrubs that seem to be walking of their own accord. 26D. BLOODLETTING CHAMBER
A detect magic spell reveals an aura of transmutation This 10-foot-high room holds a row of six slanted stone
magic around the pot, which is a common wondrous tables intended for ritualistic bloodletting. Each table is
magic item called a pot of awakening. If one plants an fitted with rus ty s hackles and leather straps. Under the
ordinary shrub in the pot and lets it grow for 30 days, lower end of each table, set into the floor, is a shallow,
the shrub magically transforms into an awakened circular stone basin for collecting blood.
s hrub at the end of that time. When the shrub awakens,
its roots break the pot, destroying it. The awakened 26E. ABANDONED STUDY
shrub is friendly toward whoever planted it. Absent com- Makeshift Desk. The lid of a stone sarcophagus rests
mands from its creator, it does nothing. atop two misshapen blocks of stone, creating a make-
shift desk at the south end of the room. Behind it is a
26B. SECRET TOMB
high-backed chair made of charred wood that has one
In the middle of the dusty tomb rests a 7,500-pound al- armrest missing.
abaster sarcophagus atop a 1-foot-high block of granite. Wall Niches. Beyond the desk and chair, dusty books
The lid of the sarcophagus is carved in the likeness of a are crammed into niches in the south wall. Similar
regal elf of indeterminate age and gender, with a yawn- niches in the other walls contain tall, alabaster fu-
ing cat stretching on the elf's chest. The cat is part of the nerary urns covered with dust and cobwebs (seven-
lid's carving, not a separate sculpture. teen in all).
A character who inspects the sarcophagus closely
and succeeds on a DC 17 Wisdom (Perception) check Treasure. The alabaster urns are cracked, chipped,
realizes that it's a solid block of alabaster with a fake Ud and worthless. They contain nothing but dust-for the
carved to appear openable- a false tomb built to con- most part. Buried in the dust inside one of the urns is a
found would-be treasure-hunters. tiny white pouch containing dust ofdisappearance.
The books cover the subjects of alchemy, dwarven and
260 . HALASTER'S CRUSHING EYE elven history, engineering, gemcraft, the study of mon-
Destroyed Tables. Three stone tables lie strewn about strosities, and weather prediction. All of them are falling
the room, surrounded by ceramic shards that were apart, but stuffed among the mundane tomes is a badly
once funerary urns. (The owlbears in area 26a are burned wizard's spellbook that still contains the follow-
responsible for the destruction.) ing spells: comprehend languages, crown of madness,
Sloped Hall. A 10-foot-wide, 10-foot-high hallway to the darkvision , gaseous form, ray of sickness, r emove curse,
south slopes gently upward to area 26d and contains a Tenser's floating disk, and unseen servant.
rolling sphere trap.
The 10-foot-square section of floor marked X on map
AFTERMATH
2 is a pressure plate. When 20 or more pounds of pres- If they're weakened but not eradicated, the goblins begin
sure depress this plate, a 10-foot-diameter stone sphere constructing traps around the perimeter of their market
painted to look like a bloodshot eyeball careens from to better protect themselves against aggressive adven-
an alcove at the top of the sloped hallway and down the turers and bad neighbors. They favor collapsing roofs,
passage toward area 26c. With a successful DC 20 Wis- falling nets, and poison darts (see "Sample Traps" in
dom (Perception) check, a character searching the hall chapter 5 of the Dungeon Master's Guide). The goblins
for traps can spot the pressure plate. Wedging four or also train and deploy giant rats, using them as watch-
more iron spikes or similar objects under the pressure dogs. Some of these might be Rizzeryl's wererats in rat
plate prevents the trap from activating. form , sent to infiltrate the goblin lair and spy on adven-
When the sphere is released, all creatures present roll turers who find their way to the goblin bazaar.
initiative, and the sphere rolls initiative with a +8 bonus. Destroying the two Xanathar Guild outposts allows
On its turn, it moves in a straight line until it reaches the goblins to expand their territory. Unless the goblins
a corner, then changes direction to follow the s loped are a lso wiped out, goblin patrols become more com-
tunnel until it comes to rest in area 26c. The sphere can mon throughout this level of the dungeon.
MAP3.. S11RGllUTH L E VE l.
~
LEVEL.:> I SARGAUTH LEVEL
4A. WANDE RIN G QUAGGOTHS Bronze ReliefDoor. A successful DC 13 Intelligence
Three quaggoths serving as guards for the drow are (Religion) check reveals that the relief resembles the
patrolling this 10-foot-high area. When they detect in- symbol of Dumathoin but is missing a gem. Placing any
truders, one tries to run to area 5 to sound the alarm gem in the depression unlocks the door. The door can
while the remaining two attack. On the second round of also be opened with a knock spell or similar magic, or
combat, the clamor attracts the spiders in area 4b. by a character who uses thieves' tools and succeeds on a
DC 20 Dexterity check.
4B. P HASE S PIDER LAIR Treasure. The gold veins are actually pyrite (fool's
Four phase spiders lurk in this 20-foot-high cave. If gold), which a character can determine by s ucceeding
they hear the characters approaching, they s hift to the on a DC 13 Intelligence (Nature) check. The mineral
Ethereal Plane and try to ambush the characters. is lovely, but not of great value. The troglodytes have
chipped off twenty 1-pound chunks of pyrite (5 sp each).
4c. GOBBLED G OBLINS
Webs. This cave is filled with webs. Several 3-foot- 50 . P RISON
long bundles wrapped in spider silk are suspended Cells. The west end of this hall has six cells with barred
in the webs. doors of rusted iron.
Strange Face. S piders have woven a giant, webbed face Grimlocks. Six grimlocks terrorize the prisoners in the
of Halaster that looks down from the 20-foot-high ceil- cells by reaching between the bars with bone clubs.
ing with hollow eyes. (They don't have keys to unlock the cells.)
Stained Floor. The uneven floor is stained a rusty red.
T'rissa Auvryndar (see area 6) carries the keys to the
The drow feed wandering goblins to the phase spi- cells. The lock on each cell door can be picked with
ders. A character who succeeds on a DC 12 Wisdom thieves' tools and a successful DC 10 Dexterity check.
(Perception) check notices that one of the bundles is The rusty bars can be torn away from a door with a
wriggling slightly. The bundle contains a goblin named successful DC 21 Strength (Athletics) check. The cells'
Greech, who has been mutilated by spiders and drained occupants are as follows:
of his blood. The goblin has 3 hit points left and is miss-
• Geldax Breer (NG male half-elf commoner) occupies
ing his tongue. He tries desperately to bargain for his
the easternmost cell. He is a Waterdavian lamplighter
life using grunts and frantic sign language.
abducted several nights ago by the drow (and doomed
5. HOUSE AUVRYN DA R to become a sacrifice to Lolth unless he escapes).
• Lurrash, an unarmed male hobgoblin, occupies the
This area outside the old temple of Dumathoin marks next cell. He is loyal to Warlord Azrok, and the drow
the beginning of the drow settlement. All the chambers are planning to interrogate him for information.
have flat, 10-foot-high ceilings. • The next cell is occupied by the maggot-laced corpse
of a grell that starved to death while in captivity.
5A. WELCOMING COMMITTEE • The three westernmost cells are occupied by armed
Gua rds. Four quaggoths guard this entryway. If any male drow named Quave, Narlros, and T'mek. They
quaggoths fled from area 4a, they are waiting here, are being tested by T'rissa Auvryndar, who is hungry
along with a male drow mage named Ilnor Telenna, for a new consort. The drow are all malnourished and
who has come to investigate. have weeping wounds from the lashes of a scourge.
Webs. Thick cobwebs stretch between the walls and Each has 8 hit points remaining. While locked in their
form a canopy across the ceiling, from which hun- cells, they attack intruders they can see with their
dreds of tiny s piders dangle on silken threads. hand crossbows.
Web Bundles. Two large bundles of spider s ilk flank the
entry door. 5o. SuN ELF
The door to this chamber is barred from the outside.
The spider silk bundles are sticky but easily torn open
Confined inside is a prisoner named Marta Moon-
to reveal two stout statues of dwarves- one bearing a
shadow. Fascinated by drow culture, Marta hoped to
pickaxe, the other a chisel and hammer.
join the ranks of House Auvryndar but was captured
5B. TROGLODYTE FOOLS and locked up instead. She seeks an opportunity to
prove her worth to the drow.
Miners. Sparkling veins of gold stripe this hall. These Marta is a sun elf mage, with these changes:
minerals were preserved by the ancient dwarves for
their natural beauty, but currently four troglodytes- • Marta is neutral evil.
slaves of the drow- are mining the veins with pick- • She has the following racial traits: She speaks Com-
axes. (If the troglodytes hear combat in area Sa, they mon, Draconic, Dwarvish, Elvish, and Undercommon.
drop their pickaxes and flee to area 6.) She has darkvision out to a range of 60 feet. She has
Webs. The ceiling is covered with webs that conceal a advantage on saving throws against being charmed,
gia nt spide r. It attacks the adventurers from above. and magic can't put her to sleep. Add ray of frost to her
Door. The west door to area 6 is emblazoned with a list of known cantrips.
bronze relief of a mountain with a fist-sized depres- • Her spellbook and her arcane focus were taken from
sion in its center. The door is locked. her. (The characters can find them in area 20b.)
10A. BLACK PEBBLE CAVE Cauldron. In the middle of this 20-foot-high cave,
This 8-foot-high cave abuts the River Sargauth. Its floor the floor bulges and forms a 5-foot-diameter
is covered with wet black pebbles that crunch underfoot. stone cauldron.
The sound of footsteps on the pebbles is loud enough to Decor. Ship rigging and tattered sails hang from the
alert the grimlocks in area lOb. ceiling like web strands and torn curtains.
The stone cauldron, created by Halaster, is filled to
10B . GRIMLOCKS the brim with murky water and has five rusty iron keys
Having eluded the drow so far, ten grimlocks huddle in at the bottom. (These keys unlock the shackles in area
the back of this 10-foot-high cavern. They feed on fish lOg.) The cauldron has AC 17, 60 hit points, and immu-
from the River Sargauth and fight only in self-defense. nity to poison and psychic damage. If reduced to 0 hit
points, the cauldron cracks and is destroyed. The sea
lOc . SEA HAG CovEN hags use the cauldron as a focus for their scrying spell.
This 30-foot-high natural cave smells like brine and sea- The first time a creature other than a sea hag dis-
weed. It is home to a coven of three sea hags in league turbs the water or damages the cauldron, an elder rune
with Halaster Blackcloak. Each hag has a giant crab pet materializes above it (see "Elder Runes," page 12).
that follows her around and obeys her commands. The Draw from the Elder Runes Deck (see appendix B) to
cave's other features are as follows: determine which rune appears. The elder rune targets a
Noise. The sound of splashing geysers (see area lOd) random creature within 60 feet of it.
echoes throughout. Any creature that drinks a pint or more of water from
Pools. The uneven floor has many shallow pits filled the cauldron must succeed on a DC 13 Constitution sav-
with dirty water. The hags use these pits as baths and ing throw or be poisoned for 1 hour per pint consumed.
hide in them if they see lights approaching or hear un-
familiar footsteps. 10F. GNAWED BONES
Decor. A vast variety of shells are embedded in the slick, The walls of this cave are stacked neatly with goblin,
algae-coated walls. hobgoblin, troglodyte, and giant spider bones that have
been picked clean by the sea hags.
If the characters previously met with Anderian Dusk,
the lantern merchant of Skullport, the sea hags are lOG. LARDER
already acquainted with them thanks to the hag eye The sea hags shackle their food here. Old chains bolted
pendant that Dusk wears. In this case, they address the to the walls end in five sets of rusty shackles, the keys
characters in familiar tones and ask them if they took to which are hidden inside the cauldron in area lOe. A
time to sample some of Skullport's local ales. Other- character with thieves' tools can pick each lock with a
wise, they politely introduce themselves as Coral Black, successful DC 15 Dexterity check.
Gurgle Brine, and Caldra Cuttlefingers. Two prisoners are chained here when the characters
While all three hags are alive, they gain the Shared arrive: an unarmed goblin named Lerk and a 13-year-
Spellcasting trait, as described in the "Hag Covens" old boy named Delvin Stormshore (CG male Illuskan
sidebar in the "Hags" entry in the Monster Manual. The human commoner with no weapons).
hags aren't spoiling for a fight with non-drow, because The hags caught Delvin after he and a friend "bor-
Halaster has tasked them solely with ridding the Sarg- rowed" a rowboat and used it to explore the sea caves
auth Level of the dark elves. The hags keep their affilia- near Skullport. When the sea hags attacked, Delvin's
tion with Halaster a secret and pretend to be harmless friend leaped out of the boat and managed to swim
shell collectors with no enemies to speak of. They use away, but Delvin wasn't so lucky. He's so cold and scared
adventurers to do their dirty work, promising not only that he stammers when he tries to talk.
safe passage through their caves but also information For its own amusement, the wicked goblin has been
meant to turn them against the drow. Throughout the tormenting Delvin by threatening to eat him before the
conversation, they supply the following observations: hags return. Since the boy can't see in the dark, he mis-
• "A drow priestess has defiled an ancient dwarven takes the bullying goblin for his jailer, not another pris-
temple on the other side of the river, turning it into a oner. If rescued, Delvin insists that the characters call
profane breeding pit for spider abominations." him "Del" and gladly offers to carry their gear for them.
• "The drow are kidnapping folk from the city above. Like most goblins, Lerk is a cowardly bully. He's very
Those not fed to the spiders are sacrificed to the vile hungry and begs characters for food and freedom.
demon goddess worshiped by the drow."
lOH. HAGS' HOARD
• "The drow have already infiltrated Skullport and
found its defenses lacking. An invasion is imminent. Ceiling. This cave has a jagged, 30-foot-high ceiling.
The capture of Skullport will give the drow a firm Wreckage. A 20-foot-high mountain of rotted-out
base from which to strike into the heart of Under- rowboats fills the back 40 feet of this damp cave.
mountain. What's next? Waterdeep?" jutting like needles from the mound are shattered,