Contents
- 1Waterdeep: Dungeon of the Mad Mage
- 2Level 1: Dungeon Level
- 3Level 2: Arcane Chambers
- 4Level 3: Sargauth Level
- 5Level 4: Twisted Caverns
- 6Level 5: Wyllowwood
- 7Level 6: Lost Level
- 8Level 7: Maddgoth's Castle
- 9Level 8: Slitherswamp
- 10Level 9: Dweomercore
- 11Level 10: Muiral's Gauntlet
- 12Level 11: Troglodyte Warrens
- 13Level 12: Maze Level
- 14Level 13: Trobriand's Graveyard
- 15Level 14: Arcturiadoom
- 16Level 15: Obstacle Course
- 17Level 16: Crystal Labyrinth
- 18Level 17: Seadeeps
- 19Level 18: Vanrakdoom
- 20Level 19: Caverns of Ooze
- 21Level 20: Runestone Caverns
- 22Level 21: Terminus Level
- 23Level 22: Shadowdusk Hold
- 24Level 23: Mad Wizard's Lair
- 25Skullport
- 26Appendix A: Dungeon Denizens
- 27Appendix B: Elder Runes Deck
- 28Appendix C: Secrets Deck
- 29Appendix D: Dungeon Key
- 30Credits
Level 7: Maddgoth's Castle
Maddgoth's Castle is designed for four 9th-level characters, who should amass enough XP to reach 10th level. The characters can forge tenuous alliances with several of the monsters on this level. Award XP for these creatures as if the characters had defeated them in combat.
The level is named after a miniature, one-twelfth-scale fortress in one of its caverns. This castle serves as the home base of Maddgoth, a serial killer who lures other wizards to his lair to murder them and keep their arcane focuses and spellbooks as trophies. Maddgoth isn't home when the adventurers first arrive, but he might show up later (see "x"). Most creatures are reduced to one-twelfth their normal size as they approach Maddgoth's castle, enabling them to better fit inside. Either by design or because of some failing, the shrinking magic doesn't affect all creatures, as adventurers who explore the castle will discover.
What Dwells Here?
Maddgoth comes and goes from Undermountain with the aid of a horned ring similar to the one worn by Halaster Blackcloak. While he's away, his homunculus watches over his castle. A faerie dragon has also discovered the castle and claimed it as its lair. To reach the castle, adventurers must travel through caverns inhabited by a family of forgetful stone giants.
Stone Giants
Ten years ago, Halaster lured a family of stone giants to Undermountain and stripped them of most of their memories. The giants remember who they are and can recall events that happened within the last 8 hours, but everything that occurred before then is lost in a haze and soon forgotten. All their memories of the surface world and its inhabitants faded long ago.
The stone giants are irritable and self-serving, but not evil. They treat any invasion by humanoids as a vermin infestation, nothing more, and attempts to parley with them fall on deaf ears for the most part. They are unaware of the miniature castle in the heart of their domain because it floats in the middle of a great cavern beyond the range of their darkvision.
The giants are tormented by the faerie dragon that lairs in Maddgoth's castle. It emerges while invisible and uses illusion spells to close off passages, create false tunnels, and make temporary alterations to the giants' caves. The faerie dragon's mischief has only heightened the stone giants' irritability, and the giants, having never seen the creature, suspect that the characters might be responsible. To earn the giants' trust, characters must determine the cause of the mischief and put an end to it. Even if they succeed, however, their efforts are soon forgotten as Halaster's magic erodes the giants' memories.
The oldest stone giants, Gravillok and Speleosa, are mates. They have four adult children: two sons, Qurrok and Rhodos, and two daughters, Obsidia and Xorta.
Otto the Faerie Dragon
A violet faerie dragon named Otto was drawn here by the magic that Halaster wove into these caves. Upon discovering Maddgoth's castle, Otto decided to move in. The faerie dragon was unaffected by the castle's shrinking magic and settled comfortably into its new home. It feeds on bats and other vermin it finds in the surrounding cavern.
When it's bored, the faerie dragon sneaks out invisibly and uses its spells to make illusory modifications to the stone giants' caves, confounding the giants for its own amusement. The giants have no clue who or what is responsible for this magical mischief.
The faerie dragon would like to get rid of Maddgoth's homunculus, which has become a troublesome reminder of the castle's true owner. Otto has defeated the homunculus in physical combat more than once, but it keeps coming back. The dragon has concluded that the only way to get rid of the homunculus for good is to forcibly remove it from the castle and trap it elsewhere. If the characters do this for the faerie dragon, Otto allows them to use the castle for rest and relaxation—provided they don't overstay their welcome or loot the joint.
Modified Statistics
While inside the castle, the faerie dragon is 12 feet long relative to its surroundings, because its size is not altered by the castle's shrinking magic. It has a challenge rating of 3 (700 XP) and the following statistical changes:
- Otto is Large and has 104 (16d10 + 16) hit points.
- It has a Strength score of str 18, and its bite attack deals 11 (2d6 + 4) piercing damage on a hit.
Otto turns invisible and flees if reduced to half its hit points or fewer. It tries to find a hiding place in the castle but abandons the structure if it must. When encountered outside the castle, Otto has the size and statistics of a normal violet faerie dragon. Whenever Otto's relative size decreases, any hit points beyond its new hit point maximum are lost. Whenever Otto's relative size increases, any damage that Otto has taken remains and is subtracted from its new hit point maximum.
Maddgoth's Homunculus
Maddgoth's homunculus awaits its master's return. The fact that it hasn't perished suggests that Maddgoth is still alive, but their telepathic bond has been severed, indicating that the two are no longer on the same plane of existence. Whether this separation is of Maddgoth's choosing is unknown. The wizard could be sequestered in a demiplane, imprisoned in a mirror of life trapping, or touring the Abyss, for all anyone knows.
The lonely homunculus longs to be reunited with its creator. It also wants to rid Maddgoth's castle of the faerie dragon that has invaded it. The characters can impress the homunculus and earn its trust by killing the faerie dragon or scaring it away for good. The homunculus can't leave the castle, by order of its master. If it takes damage that would normally destroy it, it forms anew in Maddgoth's study (x). Only the wizard's death can destroy the homunculus for good.
Modified Statistics
Inside the castle, the homunculus is 12 feet tall relative to its surroundings, because its size is not altered by the castle's shrinking magic. It has a challenge rating of 2 (450 XP) and the following statistical changes:
- The homunculus is Large and has 55 (10d10) hit points.
- It has a Strength score of str 15, and its bite attack deals 9 (2d6 + 2) piercing damage on a hit.
- It understands Abyssal, Common, Draconic, and Gnomish, but can't speak.
If the homunculus is forcibly taken from the castle, its relative size reverts to Tiny, and its statistics become those of a normal homunculus. Whenever the creature's relative size decreases, any hit points beyond its new hit point maximum are lost. Whenever its relative size increases, any damage that it has taken remains and is subtracted from its new hit point maximum.
The Caverns
Umber hulks bored the tunnels that connect this level of Undermountain to the levels above and below. The stone giants don't like the damage that the umber hulks cause and scare them off as best they can.
Unless otherwise noted, all chambers on this level are rough-hewn (not naturally formed) and have 30-foot-high ceilings. Wider passages are 20 feet tall—ideal for the 18-foot-tall stone giants that dwell here. Narrower tunnels are 5 feet wide and 8 feet tall—too small for the giants to fit inside. All caves and tunnels are unlit, since the giants rely on darkvision to see.
1. Umber Shells
Umber hulks are fond of gathering here, and the cave floor is littered with their molted carapaces.
2. Empty Cavern
The stone giants seldom visit this cavern, which contains nothing of interest.
3. Stone Throne
Treasure
Sixty pieces of blue quartz can be broken off the throne. Each piece is worth 10 gp.
4. Silt Pit
The giants avoid this cave, since they know it contains a 40-foot-deep pit of silt, more commonly known to adventurers as quicksand. A character who prods the floor or otherwise searches for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check.
The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master's Guide.
5. Cave of Echoes
Characters who enter this empty cavern hear the humming and chiseling of Gravillok, the stone giant in x. Two tunnels lead in that direction, and the sounds coming from both are equally loud. If the characters create a ruckus here, Gravillok hears the disturbance, stops working, and investigates.
6. Craft Hall
The walls of these caves are covered with abstract carvings, many of them unfinished.
6a. Stonebones Carving
If the characters catch him by surprise or greet him with hostility, Gravillok retreats to x while shouting out to his family in Giant, "Invasion! Arm yourselves! We're under attack!" Gravillok's deep bellow echoes throughout the level. To the best of his recollection, Gravillok has never seen small folk before. His instinct is to treat them as vermin and smoosh them with his greatclub. If they attempt to parley and he can understand them, he stops attacking long enough to listen to their words, then discounts them, concluding that the interlopers must be responsible for the strange magic bedeviling his family. The characters will have to work hard to change his mind.
In addition to his greatclub, Gravillok carries a favorite chisel, much too large for Medium or smaller characters to use as an effective tool.
A successful DC 15 Intelligence (Religion) check identifies Gravillok's wall carving as a 30-foot-tall image of Skoraeus Stonebones, the stone giant god. Gravillok hopes that Skoraeus will be honored by the carving enough to help him catch whoever has been tormenting his family.
6b. Tool Storage
The stone giants store their stone-carving tools in this cave. The tools are too big and unwieldy to be used by anyone not of the giants' size.
7. Silt Pit
Carved into the floor where the northeast tunnel meets this cave is a large X (a warning sign). This cave contains a silt pit like the one in x.
8. Strange Rock Formation
Hundreds of years ago, before the arrival of the stone giants, an adventurer used a mirror to trick the basilisk into targeting itself with its own petrifying gaze. It has remained a fixture of this cavern ever since. A detect magic spell reveals an aura of conjuration magic emanating from within the basilisk's belly. One must smash open the basilisk to get at the treasure inside. Its belly can be cracked open with a solid weapon hit.
Treasure
Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn't require attunement. The holder of the wand can use an action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when the holder stops waving the wand.
The wand regains all expended charges daily at dawn. If the wand's last charge is expended, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
9. Stone Cathedral
The stone giants eat the crystals that grow in this chamber. Ten pounds of crystals provide a giant with the equivalent of a nutritious meal. The crystal formations regrow at a steady pace, thanks to Halaster's magic. Most humanoids would not consider them edible.
10. Xorta's Flute
Xorta has a mind to explore more of Undermountain, but her parents won't let her stray far. She lacks the courage to defy them and knows they won't let her leave. She has a 4-foot-long stone flute and likes to play it here because the acoustics are favorable. She's still learning how to play, though, and often forgets her own lessons. Xorta doesn't remember who crafted the flute (she did) or how it became magical, but she knows that the giant bats enjoy it.
If Xorta is attacked, she can use an action to play a few notes on her flute and cause the giant bats to swoop down and attack her enemies until she plays the flute again to call them off. The stone flute is too large for Medium or smaller creatures to play, and only Xorta can use its magical power.
11. Disposal Cave
The stench of death fills these caves, which the giants visit infrequently.
11a. Faces of Halaster
The stone giants have met Halaster several times over the years and carved his visage after many of those occasions. Though the giants' memories of him never last, the faces in this cavern remain.
The giants have begun using the cavern to store the bodies of creatures they're forced to kill. With the duergar and the drow returning to Undermountain in force and the bullywugs on level 8 becoming more aggressive, such encounters have become commonplace. Again, the giants have no memory of these altercations, and they have no use for the dead creatures' gear.
The corpses include a drow, two quaggoths, five troglodytes, seven hobgoblins, three duergar, six grimlocks, nine bullywugs, and two humans (former members of an adventuring party). The stone giants tossed the creatures' weapons into the nearby silt pit (x).
Treasure
The drow corpse wears a black breastplate with a platinum spider motif. Manufactured by drow, this +1 breastplate loses its enhancement bonus if exposed to sunlight for 1 hour or more. Further examination of the drow also yields an obsidian scarab bearing the insignia of House Freth (25 gp).
One of the dead humans has a dungeoneer's pack with spoiled rations and no torches remaining. The other dead human carries a set of thieves' tools.
11b. Silt Pit
Carved into the floor of the narrow tunnel leading to this cave is a large X (a warning sign). This cave contains a silt pit like the one in x.
12. Edible Moss
13. Giants' Living Quarters
This cluster of 30-foot-high caverns serves as the living quarters for the stone giant family.
13a. Obsidia and Rhodos
Two stone giants named Obsidia and Rhodos have been tasked with carving abstract designs into the roof of this empty cave. To reach the ceiling, Obsidia rides on her brother's broad shoulders. She is using a chisel to smooth out some of the rough spots.
Of all the giants in here, Obsidia and Rhodos are the least set in their ways and the most likely to tolerate small folk. Characters who bribe them with at least 500 gp worth of precious metals, gemstones, or art objects can convince the giants to let them pass or to escort the party to the tunnel that leads to level 8.
13b. Giants' Home
If Speleosa detects intruders in her home, she grabs loose rocks from the piles around the room, instructs Obsidia and Rhodos (see x) to do the same, and sets out to destroy the invaders. Attempting to reason with Speleosa while she's hurling rocks is no simple matter, and she isn't receptive to bribes. If one or more of her children are imperiled, Speleosa becomes calm and begins negotiating for their safe release.
While the characters are dealing with Speleosa, the invisible faerie dragon flies into the cavern, becomes visible momentarily as it casts the hallucinatory terrain spell, and turns invisible again as a bonus action. Characters who have a passive Wisdom (Perception) score of 17 or higher glimpse the wee dragon for a second before it turns invisible. On subsequent turns, Otto flies back to Maddgoth's castle. Otto's spell replaces all of areas 3db, 3e2, and 3e4 with a sylvan forest. The cavern walls remain but are masked by the illusion. Any stone giants in the affected area find themselves in wholly unfamiliar terrain and become panicky. Their inclination is to blame the characters, and dispelling the faerie dragon's magic does little to console them. If the characters don't flee, the giants attack them out of fear.
Treasure
Speleosa has gathered thirty amber gemstones (100 gp each).
13c. Treasure Alcove
Niches have been carved into the walls of this deep alcove at a height of 15 feet. The stone giants keep their accumulated treasure here.
Treasure
The niches contain a wooden cask filled with 5 gallons of tar, a damaged alabaster troll mask missing its nose (25 gp), a rhinestone sack that holds 250 gp, and an 800-pound, life-size stone statue of Halaster painted blue.
The Halaster statue has an elemental gem (air) for a heart. This gem can be obtained only by shattering or disintegrating the statue. With a successful DC 12 Strength (Athletics) check, a character can use an action to knock the statue off its high shelf, causing it to shatter on the floor.
13d. Cave of Rest
The stone giants come here to rest when they're tired. The cave is devoid of furnishings and ostentation.
14. Cave Bear Den
These caves smell like an animal den—not surprising, given that Qurrok keeps his cave bears here.
14a. Adult Cave Bears
Two adult cave bears (use the polar bear statistics) rest here. These mates attack anyone they don't recognize, defending their young in x. Gnawed bones cover the den's floor.
14b. Young Cave Bears
Two cave bear cubs (use the black bear statistics) sleep and play here. Qurrok has hollowed out several large rocks for the young bears to run through and climb on.
15. Qurrok's Den
The stone giants stopped sculpting these caves when they encountered soft sandstone beneath the harder stone. Qurrok has turned this area into a private den.
15a. Unfinished Cave
Natural columns of rock support the cave ceiling, the walls of which depict unfinished carvings of lanky stone giants hurling rocks. The cave is otherwise empty.
15b. Gym
This cave's walls are bereft of carvings. Resting on the floor at the north end of the cave are stone barbells and stacks of circular stone plates with holes bored through the middle of them. Qurrok (see x) works out here, using the barbells and boulders as weights.
16. Central Cavern
This 180-foot-diameter spherical cavern has a domed ceiling and a bowl-shaped floor. Along its perimeter are stone ledges (x) that don't quite encircle the chamber. Any creature knocked off a ledge goes tumbling down the inward-sloping rock walls to the bottom of the cavern (x), which is strewn with rocks, bones, and the bodies of two dead umber hulks.
At the center of the cavern, floating 10 feet above a smooth, 80-foot-tall mithral spindle that erupts from the floor, is Maddgoth's castle. The stone castle is more than 60 feet away from the ledges, putting it outside the range of some creatures' darkvision. The stone giants have never noticed it for this reason.
The castle looks small enough to fit in a 20-foot-cube, and it floats at the center of an invisible 40-foot-radius sphere of transmutation magic that shrinks all creatures and objects in its area to one-twelfth their normal size. A 6-foot-tall person becomes a 6-inch-tall person, for example. Characters who enter the sphere can tell something has happened when Maddgoth's castle suddenly looms twelve times larger in their vision.
A shrunken creature or object reverts to its normal size once it leaves the sphere, which is generated by the mithral spindle. No saving throw is allowed to resist the shrinking effect, and nothing short of divine intervention can suppress the spindle's magic. The spindle is impervious to damage, and it generates a magical repulsion field that prevents creatures from approaching any closer to it than 5 feet.
When Halaster created the mithral spindle, he exempted certain creatures and objects from its shrinking effect. The spindle itself is unaffected, as is Maddgoth's homunculus. Faerie dragons are also immune to the shrinking effect, and there might be other creatures and objects that are unaffected as well, based solely on the Mad Mage's whims.
16a. Ledges
These ledges are 90 feet above the cavern floor and safe to traverse.
16b. Cavern Floor
Qurrok's body is a temple, and he has honed and shaped it to perfection. His extensive physical training gives him advantage on all Strength checks and Strength saving throws.
Every time Qurrok loses his memory, he forgets about his previous excursions to the bottom of this cavern. He lowers himself to the floor, discovers the mithral spindle, and tries to climb it to see what's at the top. Rebuffed and discouraged by the repulsion field that surrounds the spindle, he starts combing the cavern floor for treasure.
When an alarm sounds in the caverns around this area, Qurrok climbs up to the ledge closest to the disturbance. If doing that puts him anywhere near his pet cave bears in x, he summons them to his side with a booming, bear-like roar.
Qurrok likes physical challenges. He neither shies away from combat nor backs down from a fight unless his mother, Speleosa, commands him to.
The Castle
Halaster constructed this castle to serve as a temporary residence for guests, then abandoned it when he decided he didn't really want the company. Maddgoth's claim to the castle has so far gone unchallenged by Halaster, and it's not clear whether the two wizards have ever crossed paths.
Characters who approach the castle can examine it for points of entry. The main entrance is a door at the base of the south tower (x). The castle also features an open courtyard (x) with doors leading to areas on the first level. The faerie dragon's preferred route is through a secret trapdoor on the roof (x). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as steel that are spaced 6 inches apart.
Maddgoth's castle is now controlled by Otto the faerie dragon, whose right to ownership is predicated on the argument "I found it and it's mine and you can't have it." The castle is a beautiful structure. Its walls, floors, and 20-foot-high ceilings of smooth gray stone can't be damaged or magically altered except with wish spells. The interior walls have colored glass blocks embedded in them. The blocks are not lit when the characters first arrive, but pulling a lever in x causes each block to shed colorful light as bright as that created by a continual flame spell. Maddgoth's magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in x.
Exterior doors are made of stone with adamantine hinges, and, like the castle walls, are impervious to damage. Interior doors look like fancy stained glass windows with iron hinges on one side. Each one is fitted with panes of colored glass set in an iron framework. The door handles are likewise fashioned from iron. A locked interior door can be forced open with a successful DC 15 Strength (Athletics) check. Its lock can also be picked with thieves' tools and a successful DC 15 Dexterity check. Shattering a door's glass panes creates an opening large enough for a creature to fit through.
Characters near the castle and inside it are shrunk to one-twelfth their normal size along with their gear. Almost everything they encounter inside the castle is similarly reduced in size, creating a sense of normalcy. Maddgoth's homunculus and Otto the faerie dragon are noteworthy exceptions; use their modified statistics for encounters in the castle.
17. Main Entrance
There isn't a stoop or other surface to stand on outside this castle entrance, but hanging on the front door is a crude wooden sign inscribed with the words "Otto's Castle" in Draconic. The exterior door is not locked, but opening it triggers a permanent alarm spell that rings throughout areas 3fd, 41a, and 435. This alarm warns the faerie dragon and Maddgoth's homunculus that visitors have arrived, though neither creature makes any effort to greet them.
The room contains the following:
Green Flasks
Uncorking or breaking a green flask releases a cloud of invisible poison gas called essence of ether. The gas fills a 10-foot-radius sphere and dissipates within seconds. Any creature in the cloud when it forms must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. Creatures poisoned in this way fall unconscious, but they wake up if they take damage or if another creature uses an action to shake them awake.
Living Unseen Servants
Attacking a servant, snatching its feather duster, or otherwise disturbing the contents of this room triggers combat. On their first turn after rolling initiative, the living unseen servants knock the green flasks off their pedestals, causing the containers to shatter on the floor and release their poison gas (which has no effect on the unseen servants). The servants have no weapons but can arm themselves with weapons dropped by creatures rendered unconscious by the poison gas.
The living unseen servants are bound to this room and can't leave of their own volition.
18. Stone Hallways
There is a 50 chance that Maddgoth's homunculus is stalking these halls. The last thing it wants are more invaders in its master's abode, so it attacks. When killed, it melts away and re-forms in x.
19. Southwest Storeroom
A tiny copper coin has been wedged into the door frame and can be spotted with a DC 15 Wisdom (Perception) check. Otto places coins in door frames to keep track of where the homunculus has been. If the door is opened, the coin falls to the floor with a little clatter.
The room is stuffed from floor to ceiling with junk. Most of it is worthless, but characters who spend 1 hour sifting through the junk can acquire up to 10 gp worth of mundane equipment from the Adventuring Gear table in the Player's Handbook.
20. Northwest Storeroom
The door frame has a silver coin wedged into it (see x). The room inside is clean and bare, providing a safe resting space.
21. Northeast Storeroom
The door frame has a gold coin wedged into it (see x). Empty bookshelves line the walls of the room.
22. Southeast Storeroom
The door frame has an electrum coin wedged into it (see x). The room's features are as follows:
Arch Gate to Level 9
The arch is one of Halaster's magic gates (see "x"). Inscribed on its wall is the following riddle in Common: "What appears once in an hour, twice in a blue moon, and never in sunshine?" The answer is "The letter O." The rules of this gate are as follows:
- If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1 minute.
- Characters must be 10th level or higher to pass through this gate (see "x"). The first creature to pass through the gate triggers an elder rune (see "x").
- A creature that passes through the gate appears in x on level 9, in the closest unoccupied space next to the identical gate located there.
23. Courtyard
Statue. In the center of this open-air courtyard, surrounded by gardens of glittering, pebble-sized crystals, stands a 9-foot-tall statue of a plump human wizard wearing a helmet with blade-like fins and reading from a spellbook. The statue faces southwest, and the pedestal on which it rests is engraved with the word "MADDGOTH."
Pulling the correct lever in x unlocks all the doors leading to the courtyard. A knock spell or similar magic can also unlock a door. Each time such a spell is cast in the courtyard, a blade of force like that created by the Mordenkainen's sword spell materializes next to the statue. Each sword acts on initiative count 17. On its turn, the sword flies up to 20 feet toward the nearest creature and makes a melee spell attack against it (+8 to hit), dealing 3d10 force damage on a hit. A sword lasts for 1 minute or until successfully dispelled (DC 17), and it can pursue creatures beyond the courtyard's confines.
The statue's eyes betray a hint of madness, and the wizard's helm is a representation of Maddgoth's magic helmet (found in x). Like the castle, the statue can't be damaged or altered in any way. Carved into the pages of its open spellbook is the Mordenkainen's sword spell. A wizard can take a rubbing of the spell and copy it into a spellbook.
24. Privy and Bath
Books
One book has worn wooden covers and is filled with humorous anecdotes. Another appears to be a diary with a gold-stitched cover of burgundy-dyed leather, its scented pages chronicling the love affairs of a long-dead noblewoman. The third book, which is missing its cover, contains Elvish translations of common Orc phrases and idioms. The last book is bound in stirge hide and contains recipes for pie. These books aren't valuable.
Treasure
The characters can plunder ten vials of perfumes (5 gp each), a silver comb set with turquoise (25 gp), a matching hairbrush (25 gp), and a gold chamber pot (125 gp).
25. Maddgoth's Study
Frustrated by the absence of its master, Maddgoth's oversized homunculus has ravaged these chambers.
25a. Homunculus Lair
Once opulent and full of exotic hardwood cabinets packed with leather-bound tomes, this room now lies in shambles. Ankle-deep rubbish covers the floor, the remains of the room's former furnishings. The homunculus (see "x") stands amid the wreckage. (If the characters have already encountered and destroyed the homunculus, it has magically re-formed in this room.)
The arrival of adventurers prompts the homunculus to begin rooting through the detritus on the floor. After a minute of searching, it finds a torn page on which is drawn a smiling dragon with butterfly wings. The homunculus shows it to the characters, tears the page into tiny pieces, throws the scraps into the air like confetti, and gives the party a long stare. If the characters offer to kill the faerie dragon, the homunculus leads them to x, reaches into the mirror there, pulls out Maddgoth's helm, and gives it to the nearest character.
25b. Maddgoth's Study
The stained glass panes of this door have been shattered, creating holes through which characters can see into the room.
The wands, staffs, rods, and orbs embedded in the walls are trophies taken by Maddgoth from wizards he has killed. They can be pried from the walls easily enough, and each is usable as an arcane focus.
Maddgoth took the spellbooks from scores of dead wizards and used them to construct the desk and chair for himself. Any character who examines the furniture can quickly ascertain that the spellbooks belonged to many different wizards. Some look much older than others. A coating of thick lacquer gives these furnishings a glass-like sheen and prevents the books from being opened. Characters who smash the desk and chair can salvage twelve intact spellbooks, nine from the wreckage of the desk and three from the wreckage of the chair. The remaining books are too damaged to be salvaged or read.
To determine a particular spellbook's contents, roll a d6. The book contains four wizard spells of each level up to and including the number rolled on the die. For example, on a roll of 3, a spellbook contains four spells of each level from 1st through 3rd. Pick spells from the wizard spell list.
Magic Mirror
A detect magic spell reveals an aura of transmutation magic around the mirror, which is stuck to the wall with sovereign glue and can't be pried loose without breaking it. An identify spell or similar magic reveals that it's a magic storage device and that contact with an arcane focus activates it.
The mirror's reflective surface turns to liquid for 1 minute when touched by either a construct or an object serving as an arcane focus. A creature can reach into the liquid and remove a helm from inside it. The helm belongs to Maddgoth. Fashioned from mithral, it has blade-like fins. If the mirror is smashed while the helm is inside it, the helm is lost forever.
Treasure
Maddgoth's helm is a very rare magic item to which any humanoid can attune. A creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.
26. Clayworks
The scent of dry clay pervades these rooms.
26a. Building Blocks
This room contains piles of tiny interlocking clay bricks that radiate auras of transmutation magic under the scrutiny of a detect magic spell. The bricks can be assembled into a single Large object, two Medium objects, or four Small objects. A sculpture animates at its creator's command, as though affected by an animate objects spell, and remains animate and under its creator's control for 1 hour. The sculpture is destroyed and turns to clay dust when it drops to 0 hit points, when it's successfully targeted by a dispel magic spell (DC 15), or when the effect ends.
26b. Old Clay
A detect magic spell reveals an aura of transmutation magic around the oven, which is used for baking tiny clay bricks like the ones in x. The clay on the shelves is too old and brittle to be of use.
27. Dining Room and Kitchen
The outer doors to these rooms have copper coins wedged into their frames (see x).
27a. Dining Room
Moments after the bell rings, the six living unseen servants from x enter through the north door and begin setting the table for a feast. Once the table is set, they pull out chairs for guests and begin pouring wine into goblets before serving dinner and dessert.
27b. Kitchen
This room contains tables, stoves, cauldrons, cooking utensils, and food in various states of preparation. All the food is magically created and appears fresh. Packed in cupboards are enameled bowls, plates, goblets, and mugs, as well as silver eating utensils and candlesticks.
Unless they were in encountered in x, six living unseen servants (see appendix A) staff the kitchen. They try to gently nudge anyone who wanders into the kitchen out the nearest door. Intruders that refuse to leave are attacked. The servants are confined to x and can't leave these chambers of their own volition.
27c. Pantry
Grains, dried meats, and other foodstuffs line the shelves here. Thanks to Maddgoth's magic, the food is perfectly preserved as long as it remains in the castle.
27d. Potent Potables
Jars, decanters, casks, and bottles containing all manner of liquids line the sagging wooden shelves. Beverages from the mundane to the exotic can be retrieved from the shelves, which are replenished thanks to numerous spells laid upon the room. These liquids quickly evaporate if removed from the castle.
28. Well-Appointed Halls
The halls on this level join to form a circuit. Their features are as follows:
29. Southwest Guest Room
The door frame has an electrum coin wedged into it (see x). This room's features are as follows:
Arch Gate to Level 11
Carved into the arch's keystone is a hand clutching a lit torch. The arch is one of Halaster's magic gates (see "x"), and its rules are as follows:
- If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute.
- Characters must be 11th level or higher to pass through this gate (see "x"). The first creature to pass through the gate triggers an elder rune (see "x").
- A creature that passes through the gate appears in x on level 11, in the closest unoccupied space next to the identical gate located there.
30. Northwest Guest Room
The door frame has a silver coin wedged into it (see x). This room's features are as follows:
The longship model is 54 inches long by 15 inches wide, contained in a corked glass bottle 5 feet long and 1½ feet wide. The bottle rests on its side in a wooden stand and is portable. A detect magic spell reveals an aura of transmutation magic around the ship.
An identify spell or similar magic cast on the model reveals that it's an actual longship magically reduced to one-twelfth its normal size. The spell also reveals that the only way to restore the ship to its actual size (54 feet long by 15 feet wide) is to touch the ship while speaking the proper command phrase: "Our voyage is at hand!" Once the ship enlarges to normal size, it becomes an ordinary longship (worth 10,000 gp intact) and cannot be shrunk back down. If it is restored to full size in a space too small to contain it, such as this chamber, the ship splinters apart and is destroyed. Creatures nearby might take damage from flying debris at your discretion. The ship is unaffected by the size-altering magic of Maddgoth's castle.
31. Northeast Guest Room
The odor of charcoal becomes stronger as one approaches the bed. If the characters draw back the shroud covering it, they find the charred skeleton of a human lying on the bed, clad in burned robes and clutching the blackened stub of a wooden wand. The bed is undamaged, though its covers are stained with ash from the skeletal remains. The skeleton is all that remains of Aggorax Darksworn, a wizard snared and killed by Maddgoth long ago.
32. Southeast Guest Room
The door frame has a copper coin wedged into it (see x). All the furniture here is carved from sandstone. The room's features are as follows:
33. Slaad in the Octobass
The door to this room is locked, its key lost.
Maddgoth removed the slaad's control gem and, for fun, ordered the creature to crawl inside the octobass and remain there.
The old man claims to be Zartem, a wizard whom Maddgoth invited to the castle for dinner. He further claims that Maddgoth stole his spellbook and used magic to trap him inside the octobass. If the characters shatter the fragile instrument, the slaad is no longer bound by Maddgoth's parting instructions and attacks its liberators. The slaad prefers to fight with its greatsword (which is hidden from view while it's in the octobass) or catch multiple foes in the area of a fireball spell.
34. Maddgoth's Suite
The frame of the outermost door has a platinum coin wedged into it (see x). The door has a stained glass "M" worked into its design. Anyone who listens at the door hears deep snoring coming from beyond it.
34a. Master Bedchamber
Maddgoth slept as little as possible and spent almost no time here. The room's features are as follows:
The snoring lump under the covers is an illusion. If the covers are pulled back, the snoring stops as it's revealed that there's no one in the bed. Casting dispel magic on the bed also ends the illusion.
A detect magic spell reveals an aura of conjuration magic around each framed portrait of Maddgoth. When a creature casts a spell in this room or disturbs the figure in the bed, the six wands depicted in the framed portraits magically spring from their paintings, gaining the statistics of flying swords, and remain detached from the paintings thereafter. Replace the wands' Longsword action option with the following:
Magic Missile
The wand shoots a dart of magical force at one creature that it can detect within 60 feet of it. The target takes 3 (1d4 + 1) force damage as the dart hits it unerringly.
Treasure
The Dragonchess set weighs 30 pounds and has beautifully carved and enameled pieces. A character who succeeds on a DC 25 Intelligence (History) check realizes that the set is one of four made by Emperor Umyatin, who ruled an ancient human civilization called Imaskar that spanned much of Faerûn ten millennia ago. Collectors aware of its history will pay up to 2,500 gp for the set.
34b. Closet
This closet is stuffed with robes, sleeping gowns, shoes, and slippers hanging on racks or stacked neatly on shelves.
35. Cloakroom
Most of the apparel on display was taken from wizards whom Maddgoth killed. Consequently, they come in all sizes and fashions. Many of these items have obvious burn marks, tears, bloodstains, and other defects suggesting how their previous owners met their ends.
Mind Flayer Costume
Closer inspection reveals that the mind flayer is a featureless wooden mannequin dressed in a convincing mind flayer costume, complete with black robe, cowl, and rubber mask. A Medium character who wears the costume can make Charisma (Deception) checks to impersonate a mind flayer. Such checks are made with advantage if the costume is viewed in poor lighting or from more than 15 feet away. A character who wears the mask has disadvantage on Wisdom (Perception) checks. A character who wears the robe and cowl has disadvantage on Dexterity (Stealth) checks. The robe and cowl can't be worn over heavy armor.
36. Records
Maddgoth gathers intelligence on wizards across Faerûn, prepares dossiers on several "promising" ones, and stores these records here.
36a. Gathered Intelligence
This room contains rows of wooden cabinets stuffed with disorganized files chronicling the magical exploits of thousands of wizards dating back hundreds of years. Half of the dossiers are so old that they've crumbled to dust. Scrawled on most of the remaining ones is the word "DECEASED" in Maddgoth's hand, while a handful of dossiers bear the word "LICH" instead.
36b. Secure Records
The door to this room is locked and trapped with a glyph of warding spell. Maddgoth took the key with him, and opening the door by any means other than using the proper key triggers the spell. Picking the lock requires thieves' tools and a successful DC 15 Dexterity check.
An examination of the door accompanied by a successful DC 19 Intelligence (Investigation) check detects the nearly invisible glyph, which is scratched into one of the door's stained glass panes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on it. Each creature in the area must make a DC 19 Dexterity saving throw, taking 45 (10d8) thunder damage on a failed save, or half as much damage on a successful one. The glyph has the secondary effect of blowing out all the glass in the door.
The room is empty.
37. Console
The door frame has a platinum coin wedged into it (see x). Bolted to the floor in the middle of the room is an iron console that resembles a pedestal with a slanted top. Protruding from the console are three brass levers arranged side by side, with the outer levers in the up position and the middle lever in the down position. To the right of the levers are five brass buttons situated at the points of a gold pentagram. An inscription appears next to each lever and each button.
A creature can use an action to adjust up to three levers and buttons, in any combination. The console serves several functions:
38. Glittering Hall
The halls on this level join to form a circuit, with crystal-barred windows looking down on the central courtyard (x).
The floor is made of tiny bits of colored glass and crushed gems, polished to a lustrous sheen. Four living unseen servants (see appendix A), each carrying a mop and a bucket of soapy water, stand outside the doors to areas 437 through 43f, ready to clean up any spills in the hall. The servants defend themselves with their mops (treat as clubs) if attacked but are otherwise harmless.
Stairs to the Roof
The northernmost staircase climbs 20 feet before ending at an 8-foot-square stone trapdoor. When a creature starts to climb the stairs, the trapdoor opens outward, allowing access to the roof (x). The trapdoor closes on its own 1 minute later.
39. Southwest Chamber
The walls, floor, and ceiling of this room are scorched. Strewn about are blackened pieces of furniture, shards of smoky glass, and charred splinters of wood and bone.
A character who examines the room thoroughly and succeeds on a DC 14 Intelligence (Investigation) check concludes that four separate fiery eruptions caused the destruction. A successful DC 19 Intelligence (Arcana) check reveals that the damage was likely the result of a meteor swarm spell cast in the room.
40. Northwest Chamber
The door frame has a copper coin wedged into it (see x), and the door has a stained glass wolf's head worked into its design. The room is dusty and empty but for a few cobwebs in the corners.
41. Northeast Chamber
The door frame has a silver coin wedged into it (see x). The room contains the following:
The tridents animate and attack if any of them are disturbed or if the roper dies. They have the statistics of flying swords but deal piercing damage instead of slashing damage on a hit.
Mirror Gate to Level 10
Etched into the bottom of the mirror's stone frame are the letters T-U-O-Y-A-W (a reflection of W-A-Y-O-U-T). The mirror is one of Halaster's magic gates (see "x"). Its rules are as follows:
- If a creature speaks the words "Way out!" while pointing at the mirror, the gate opens for 1 minute.
- Characters must be 11th level or higher to pass through this gate (see "x"). The first creature to pass through the gate triggers an elder rune (see "x").
- A creature that passes through the gate appears in x on level 10, in the closest unoccupied space next to the identical gate located there.
Shapechanged Roper
Halaster melded a roper and a mimic to create this creature with the statistics of a roper and the ability to shape itself into objects like a mimic. While immobile in object form, it is indistinguishable from a normal object. Only when the roper reverts to its true form do its monstrous features become apparent.
The roper has the following additional trait:
Shapechanger
The roper can use its action to polymorph into a stone object or back to its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
The roper answers to the name Miguel. It has instructions to attack any creature that enters the room through the mirror gate. It also attacks any creature that threatens to do it harm. Halaster feeds the roper regularly so that it doesn't have to attack out of hunger. Neither Otto the faerie dragon nor Maddgoth's homunculus is aware that the statue is really a creature in disguise.
Treasure
If the characters kill and cuts open the roper, they find five misshapen diamonds (100 gp each) in its gizzard.
42. Southeast Chamber
The door to this room is missing its stained glass window panes. Tiny shard of glass stuck in the iron frame suggest that the glass was smashed. (Maddgoth's unseen servants cleaned up the mess.) The room beyond is dusty and empty but for a few cobwebs in the corners.
43. Otto's Den
Maddgoth crafted and tested magic items here. The area contains several lingering magical effects that prompted the faerie dragon to turn these chambers into its private den. Whenever Otto leaves to torment the stone giants or wander the castle, Maddgoth's homunculus sneaks in here to trash the place.
43a. "Homunculi Unwelcome"
The characters hear crashing sounds as they approach this room. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words "HOMUNCULI UNWELCOME" in Draconic. The western door is closed and has a gold coin wedged in its frame (see x).
Maddgoth's homunculus knows it can't be killed and attacks the characters unless they withdraw immediately. If it is destroyed, it melts away and re-forms in x.
Otto's spoils include candles and candle snuffers, potted mushrooms, mortars and pestles, lamps, belts, pentacle pendants, recipe books, sticks of colored chalk, kettles, cauldrons, spoons, stuffed animals, spools of wire, glass beads, wigs, walking sticks, bars of soap, balls of yarn, cracked mirrors and prisms, quills, smoking pipes, empty scroll tubes, and torn sheaves of parchment. Though some of the collection's pieces might be useful and many are colorful or whimsical in design, nothing here holds any special value.
43b. Otto's Secret Stash
Otto's most prized possessions fill this cluttered space. These treasures are spread across tables that have been stacked atop one another, forming makeshift shelves that scrape the 20-foot-high ceiling and threaten to topple at any moment. Any character who tries to get at a hard-to-reach item has a 50 chance of setting into motion a Rube Goldberg-esque cascade of tables and baubles. When everything comes tumbling down, every creature in the room must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
Treasure
The items gathered here include dozens of porcelain and ceramic dragon statuettes, old storybooks, worthless but shiny costume jewelry, a pair of jade bookends carved to resemble yuan-ti abominations (250 gp for the pair), two random trinkets (roll twice on the Trinkets table in chapter 5 of the Player's Handbook), and coffers stuffed with a total of 30 pp, 150 gp, 300 ep, 1,500 sp, and 5,000 cp. Perched atop a high table is a potion of fire breath in a small crystal flask that breaks if the tables fall.
44. Wizard's Armory
This room is locked, its key lost. Otto punched a hole through one of the door's glass panes to get a look inside but didn't see anything of interest. Characters who peer inside see the following:
Maddgoth's idea of an armory is a pair of well-paid nycaloths named Yzig and Gorzog. They can't leave the room until they're restored to their true form, and they won't leave the castle before Maddgoth returns. Their orders are to slay castle invaders. The nycaloths recognize Maddgoth's homunculus and won't harm it; all other creatures are attacked on sight.
Without its master around, the homunculus doesn't trust the nycaloths and thus hasn't tried to free them.
Treasure
The framed scroll is a spell scroll of cloudkill.
45. Alchemist's Laboratory
Otto removed anything it considered valuable from this chamber but periodically returns to see if it missed anything. If the faerie dragon hasn't been encountered and defeated elsewhere, there is a 25 chance that it's here when the characters arrive, in which case the door to the room is open. If Otto is not present, the door is closed and has a silver coin lodged in its frame (see x). The room's features are as follows:
Treasure
The room contains three full sets of alchemist's supplies, all of which can fit in one backpack.
A potion of invisibility in a stoppered glass vial has rolled underneath the northwest corner cabinet and is lodged in the back corner. A detect magic spell reveals its presence.
46. Maddgoth's Throne
The door frame has an electrum coin wedged into it (see x).
A tall throne made of iron and stained glass stands in the southern alcove, facing the door. The throne's clawed armrests and feet give it a monstrous appearance, but there's nothing dangerous about it. Laid before the throne is a 15-foot-diameter circular rug with a pattern resembling a large gaping mouth. The rug, too, is harmless.
47. Roof and Battlements
The roof offers little in the way of a view, since the surrounding cavern is all but lost in darkness. The echoes that a single shout can create are astonishing, though. Four-foot-high crenellated battlements enclose the roof.
Hidden Trapdoor
An 8-foot-square trapdoor near the northern battlement hides a stone staircase that leads down to x. This is the route by which Otto the faerie dragon comes and goes from the castle.
The trapdoor blends in with the surrounding stonework, and detecting it requires a successful DC 15 Wisdom (Perception) check. Tiny letters scratched into the trapdoor spell the words "KNOCK KNOCK" in Draconic.
Knocking twice on the trapdoor causes it to swing open on its own, then close 1 minute later. Otherwise, the trapdoor must be pried open with a crowbar or similar tool. Prying the trapdoor open requires a successful DC 18 Strength (Athletics) check.
Aftermath
What happens in the miniature castle has little impact on the stone giants, and vice versa. Killing all the giants saddens Otto the faerie dragon, but its goals don't change. If the characters help the giants by dealing with the faerie dragon, all is forgotten in a few hours when the giants' memories fade away.
If the slaad in x succeeds in slaying or driving off the characters, it makes its home in the castle, hoping that Maddgoth will one day return with the slaad's control gem. In a struggle between the faerie dragon and the slaad for control of the castle, the slaad can win either by killing Otto or forcing the dragon into hiding.
Characters who leave the level and later return discover that the giants don't recognize them or remember having met them previously. If one or more giants were killed, the surviving ones retain no memory of how their fallen kin died. If all the giants die, Halaster might freeze the caverns and fill them with a tribe of yetis led by a mated pair of abominable yetis, or provide the space to a clan of degenerate fomorians.
After the characters depart, Maddgoth might return to check on things. He's either a neutral evil archmage who has exceeded his natural life span with potions of longevity, or he's a lich. Choose whichever form you prefer. In either case, Maddgoth tries to put his house in order, which could take weeks if the characters made a mess of things. Maddgoth might be accompanied by a mage he has invited to stay with him on some false pretense. In truth, Maddgoth plans to torture and murder his house guest, as he has done with so many others.
Maddgoth wears a horned ring (a very rare magic item) that allows a wearer attuned to it to ignore Undermountain's magical restrictions (see "x"). He also carries the control gem for the slaad in x. If the party didn't claim his helm (see x), he dons it for the duration of his stay in the castle. If the nycaloths are still around (see x), Maddgoth retains their services as bodyguards. If the characters prove too great a challenge for him, Maddgoth teleports away and returns the next day with eight mezzoloths to help him clean house.