Delver's Helper DMs Reference Sheets For Dungeon of The Mad Mage

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The document provides Dungeon Master reference sheets for levels in Waterdeep: Dungeon of the Mad Mage.

Some key NPCs mentioned include Volothamp Geddarm, various Drow like Rezz and Balryn, the ettin Jibber-Jabber, and the aboleth Illuun.

Reference sheets are provided for Skullport and Level 4: Twisted Caverns.

DELVER’S 


HELPER
DM’S REFERENCE SHEETS
FOR DUNGEON OF THE MAD MAGE

Page 1!
DELVER’S 

HELPER
DM’S REFERENCE SHEETS
FOR DUNGEON OF THE MAD MAGE
Writing and design DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Troy E. Taylor Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers
Editing League, all other Wizards of the Coast product names, and their
Motorcycle Riding respective logos are trademarks of Wizards of the Coast in the
Librarian
USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material
Cover Illustration
is protected under the copyright laws of the United States of
Dungeon Master’s
America. Any reproduction or unauthorized use of the material or artwork contained
Guild Art Resources
herein is prohibited without the express written permission of Wizards of the Coast.
Interior illustrations ©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Dungeon Master’s Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Guild Art Resources Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
This work contains material that is copyright Wizards of the Coast and/or other
authors. Such material is used with permission under the Community Content Agreement
for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Troy E. Taylor and
published under the Community Content Agreement for Dungeon Masters Guild.

References
Perkins, Christopher, Bill Benham, Lysa Chen, Kiel Chenier, Dan Dillon, Claire Hoffman, James Introcaso, Greg
Marks, Alan Patrick, Ben Petrisor, Travis Woodall, Waterdeep Dungeon of the Mad Mage, 2018
Mearls, Mike and Jeremy Crawford, Mordenkainen’s Tome of Foes, 2018
Perkins, Christopher and James J. Haeck, James Introcaso, Adam Lee and Matt Sernett, Waterdeep Dragon
Heist, 2018
Mearls, Mike and Jeremy Crawford, Volo’s Guide to Monsters, 2016
Greenwood, Ed, Ed Greenwood Presents Elminster’s Forgotten Realms, 2012
James, Brian R, Eric Menge, Menzoberranzan, City of Intrigue, 2012
Kenson, Steve, Sword Coast Adventurer’s Guide. 2015
Boyd, Eric L, Ed Greenwood, Christopher Lindsay, Sean K. Reynolds, Expedition to Undermountain, 2007

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Contents
This product contains an essay by Volothamp Geddarm, which, when he finally gets
around to it, discusses entrances into Undermountain other than its most famous in the
Yawning Portal Inn.
It is the sort of booklet or pamphlet he’s published that sells at small stalls across the city
of Waterdeep. They can be picked up for a nib. Volo has taken to calling these brief, swift-
selling publications his “scribbles.”
The rest of the document includes reference sheets a DM can have at hand while running
Waterdeep: Dungeon of the Mad Mage.

Using the reference sheets


The five reference sheets are intended to be part worksheet, part quick reference for a
Dungeon Master while they run the first four levels and Skullport.
Each level is a little bit different.
Foremost there is a listing of Key NPCs. There is a space for a DM to make notes, either
about the named NPCs manner or anything that distinguishes them, either their looks or their
affiliations.
There are name charts for some of the broad categories of NPC and monsters that might be
encountered.
There are charts that list magic that player characters might require to unlock secrets or
resolve some encounters.
Some charts list the wandering monsters to be found on that level. In one instance, a base
map has been provided if the DM wishes to extend one of the levels.
Suggestions are ideas the DM might employ to enhance the session. Some of these are
atmospheric— enhancing the table experience in some way — others are ideas for adding
depth or intrigue to an encounter.
Lastly, a DM’s form has been provided, should a DM wish to continue using such a
reference for deeper levels of Undermountain.

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Undermountain’s
most telling secret
By Volothamp Geddarm Maybe they do so out of politeness — the
common folk of Waterdeep are gracious that
way. Maybe it’s raw superstition — good fortune

S
is a precious commodity here. Sometimes it’s
OME PEOPLE JUST CAN’T KEEP A SECRET. the city’s swiftly-changing political winds and
As a writer, I love to talk to such hidden agendas — you can never be too certain
people. For the most part, they are that your maid or cook or neighbor isn’t also a
gossips and rumormongers. But there Masked Lord (though, the names of many
are those of my acquaintance with Masked Lords are also something of an open
more genuine motivations. secret, are they not?).
Truthfully, I rely on all of them. They keep But I think it has more to do with identity.
me informed. In turn, I can share such juicy Waterdeep is not only a bustling port city, but
tidbits with you, my dear readers. depending on the direction you are going, also
Alas, not every “secret” is truly a secret. serves as a trade and pilgrimage crossroads. It is
The residents of Waterdeep, in particular, both the Gateway to the North and to the
seem to have more “open secrets” than people Western Heartlands.
I’ve met anywhere else. There are a host of On any given day, the city is so filled with
things your average city dweller knows — but visitors from someplace else, open secrets are
just never talks about. the way the locals can differentiate themselves
from everyone else. That includes the traveler,

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the caravaner, the sailor, and the occasional, if different sort than those that gather after
you will, best-selling vagabond author. sundown, but like any crowd, they make their fair
The “secret” I hear most frequently comes share of noise.)
from that class of transients known as Anyway, they always make the declaration
“adventurers.” Don’t get me wrong. Waterdeep with the hope of astonishing this listener with
welcomes adventurers as few places do. their “incredible news.” I guess that’s why it is all
Waterdeep admires adventurers for their plucky the more heartbreaking to let them know that
attitude, their reckless courage in the face of their revelation is no revelation at all.
monsters, and for the treasure they seem to spend So, hardly a day passes when some
as quickly as they earn it. enthusiastic adventurers comes up to me ready to
Hang around the Yawning Portal Inn as much divulge their great discovery:
as I do, and you’ll hear adventurers share their “The Yawning Portal isn’t the only way into
“secret.” It’s one they seem so proud of telling, as Undermountain!”
if it occurred to them only, that the listener is Of course it isn’t.
tempted to play along. I mean, once the truth is Somehow, adventurers seem to think the only
revealed to them, they are always crestfallen. The way to reach the dungeons below the city is
disappointment that registers on their faces is so through the pit in Durnan’s inn. I’ll credit Durnan
sad. You hope the effect is not to dissuade them with creating that impression. It certainly has
from their adventuring vocation. increased his business, getting every visiting
They lean in close, a hushed voice barely adventurer thinking they have to come to the inn,
audible above the din of the place. buy a few drinks, and pay the toll to get lowered
(I’ve never been in the Yawning Portal when down.
it wasn’t bustling with one sort of crowd or Now some say the Yawning Portal is the
another. The midday meal patrons are of a safest, surest way down.

Page ! 5
I suppose. Sargauth that flows under the mountain. From
I’m not entirely certain that the whole thing here, voyagers can reach Skullport.
isn’t some great feeding funnel into the gullet of
Mount Waterdeep, and the adventurers just
willing sacrifices all too eager to appease the Citadel of the 

appetite for blood the mad mage Halaster
desires. Bloody Hand
There’s Durnan, shouting down into the pit There is a stairway within the citadel that is
“Here comes another one!” while operating the said to lead to the first level of the dungeon. A
winch and pulley device that lowers another recent inspection, however, revealed the stairway
adventurer down. All the while the raucous was blocked by a fallen stone.
crowd cheers.
There is a morbid aspect to this affair, once
you’ve seen so many lowered down and so few Falling Stair
raised up. Perhaps the “most famous” of Waterdeep’s
And, of course, there is also Durnan’s “open secrets” is the Falling Stair, which connects
reaction to consider. Somehow, someway, he the Castle dungeon with the first layer of
always manages to hear when an adventure Undermountain. Because of the Falling Stair’s
“reveals” their secret to me. Like a hound with magical nature — the magical effect of falling
exceptional hearing, his head swivels over to through a collapse floor — the Watchful Order of
where I’m sitting, and those eyes zero in on the Magists and Protectors has a particular interest
lad or lass, as if daring them to make such a in monitoring those who use it. Gaining access is
declaration again. never so simple as walking around the Castle.
In Durnan’s temple, it is the closest thing to Many illusions and practical methods of
uttering blasphemy. misdirection are employed in that part of the
In the interest of sharing what I know, stronghold to disorient and confuse passage-
however, I will risk becoming an apostate. seekers. Some say there is even a “false” falling
Perhaps it is time to lift the lid on this open stair the Watchful Order has rigged with illusion
secret. magic to ensnare trespassers.
So, for the benefit of adventurers everywhere

Corkscrew
— or, at least, the literate ones — I will share the
location and nature of the other entrances into
Undermountain. Palace officials have made the Guard
While it is safe to say I haven’t investigated responsible for securing this route that leads
each and every entrance and egress (I have no directly from the Castle cellars to Skullport. It’s
personal desire to enter the dungeon) I have it called the “Corkscrew” because the passage is a
on good authority and from the most trustworthy spiralling stair. Reportedly, the bureaucratic
sources this list is true. process, and subsequent paperwork, required to
Here are the other ways into, and sometimes earn official permission to use the Corkscrew is
out of, Waterdeep underbelly. its own deterrent.

South Sea Caves The Slide


Treacherous, unless one is a skilled mariner. There is much conjecture about whether this
The caves and caverns connecting with the coast entrance is still in play. The current clack is that
are filled with wrecked ships, owing to the jagged the Xanathar Guild has shut it down to prevent
rocks and narrow passageways. The waterways in Zhentarim agents from infiltrating the Dungeon
the caverns lead to that part of the River Level. Supposedly, one could drop down a drain
and gain access to the sewers. It is a twisting,

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winding pipe to the Dungeon level. Being in the retrospect, the surest method. But perhaps, it is
sewers, navigating this passage on one’s hands not the most profitable way in.
and knees is an unpleasant experience, earning it Be well. And, if by chance, you learn of
the appellation, the “grim crawl.” another entrance into Undermountain, don’t
hesitate to whisper it to me.
We must keep it secret, after all.
Long Dark Stair
There is a trap door of the sort called an
oubliette that can be found within the Blushing
Nymph festhall that serves as a way to the
Dungeon level. However, it is the ranking priests
of the Church of Loviatar — the entrusted whips
— who control access to the entrance. For them,
the Blushing Nymph is their temple, so
controlling access is still a priority. While the
Church of Loviatar is more accessible these days
than in the past — when whipmasters and
whipmistresses ruled their temples with secrecy
and intimidation — I imagine that earning the
trust of the ranking clergy requires either a
longstanding personal
relationship, or, a genuine
conversion that involves
submission to the lash.

Blue Mermaid
A route that apparently runs parallel to the
Corkscrew, but with no official oversight, is
the passage leading from the Blue
Mermaid tavern in Dock Ward to
Skullport. Essentially, whatever faction currently
runs Skullport controls the passage.

Dress Shop
Rumor has it of an abandoned dress shop
that has a trapdoor staircase that leads into
Undermountain. Little else is known other than
it was by adventuring via this route that a
recently appointed Masked Lord of
Waterdeep obtained his riches and position.

So, there you have it, adventurers, a


catalog of other entrances into
Undermountain. Use them at your own peril.
As you can see, being lowered down by a winch
from the Yawning Portal Inn might be, in

Page ! 7
Dungeon Master’s reference sheet NPC names
Level 1: The Dungeon Level
Bugbears or trolls
Key NPCS
1-2 Bagbrog
Name Type Distinguishing features Mannerisms 3-4 Dakkdarg

Uktarl 
 NE human bandit 5-6 Lufkrud


Krannoc captain
7-8 Hakkshad
Harria NE human bandit
Valashtar captain 9-10 Glazyob

11-12 Gollyolk
Flyndol 
 Wererat
Greeth 13-14 Krudludq

Kelim the NE human spy 15-16 Kragluf


Weasel
17-18 Gudnar
Sylvia Wererat
Featherstone 19-20 Dakkslursh

Goblins
Krung-Jung Ettin
1-2 Nazzuul

Bokk-Nokkin Ettin 3-4 Yesthu

5-6 Shupxool

Suggestions Map extension


7-8 Ranzem

9-10 Hanaz
Pet golem. Have Harria Valashtar call the flesh golem by a
term of endearment or “pet” nickname. Or maybe she’s
11-12 Hathzil
named it “Uktarl” because she enjoys ordering it around.
13-14 Dinlull
Relationship drama. Prepare comebacks, zingers and
“burns” in the possible event Uktarl and Harria retreat to 15-16 Azstogg
7A and start bickering. They have many unresolved issues.
17-18 Gargnat
Unreasonable fear. Large creatures possessed of a
phobia can be a roleplaying opportunity, mainly because 19-20 Smikgit
of the juxtaposition of size and the impression of
invulnerability. The troll, the ettins, or the flesh golem are “Vampires”
all good candidates. Possible phobias:
1. cats ; 2. books; 3. flowers; 4. water; 5. fish; 6. mice; 
 1-2 Alesky, m
7. teeth; 8. snakes; 9. fire; 10. holy symbols; 11. snails; 

3-4 Anastazja, f
12. spiders; 13. frogs; 14. gnomes; 15; druids; 16. birds;

17. halflings; 18. centipedes; 19. heights; 20. worms. 5-6 Fabian, m

7-8 Emiliana, f
Useful magic Wandering monsters
9-10 Justin, m
dispel magic 3 carrion crawlers
11-12 Jozefina, f
purify food and water Pibble and groin,
argumentative goblins 13-14 Onufrius, m
detect magic
Shield Guardian 15-16 Michalina, f
mending
17-18 Wiktor, m
knock
19-20 Teodora, f
identify

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Dungeon Master’s reference sheet NPC names
Level 2: The Arcane Chambers Rustbane goblins

Key NPCS 1-2 Snik

3-4 Skugg
Name Type Distinguishing features Mannerisms
5-6 Glorok
Glom goblin
7-8 Lozza

Yek the Tall goblin 9-10 Soarg

11-12 Myz
Copper NE dwarf scout
13-14 Glohss
Stormforge

15-16 Azyi
Kalabash CE human mage
17-18 Lofer

Trenzia flameskull 19-20 Nashtad

Watchpost thugs
Shunn “spider LE drow elite
1-2 Briann, f
eyes” Shurreth warrior
3-4 Ewyn, m
Bolgus bugbear
5-6 Rosa, f

Bulkar Bugbear 7-8 Miles, m

9-10 Hodeardis, f
Midna NE priest of Shar
Tauberth 11-12 Bernard, m

Rex the LE human 13-14 Brigita, f


Hammer champion
15-16 Heintz, m
Rizzeryl drow mage
17-18 Kanta, f

Nadia the NE berserker 19-20 Aseem, m


Unbent Bugbears

Suggestions Useful magic 1-2 Krauth

detect magic 3-4 Zetgrak


Show must go on. The Rustbane golems are building a
stage. The Undertakers (should any still survive) are bards
Lesser restoration 5-6 Korogg
in need of an audience. Sounds perfect.
Dispel magic 7-8 Axzib
Stoke the fire. An NPC who picks up the copy of Out of
the Inferno finds it fascinating and feels compelled to remove curse 9-10 Uskflugull
share. Read passages from a modern romance novel,
inserting “tiefling,” “horns”, “tail” and “hooves” as best fits. Unseen servant Wandering monsters

Helleth Got There First. If the revenant doesn’t Arcane lock carrion crawlers
accompany the party, the PCs could still encounter his
handiwork. The first two Fine Fellows encountered are Greater invisibility gricks
already dead and dying, their last utterances adding to
sending mephits
the mystery of their attacker’s identity. Helleth doesn’t
appear until the final showdown. owlbears
speak with the dead
Arts and craft. With craft glue and pebbles, make your Spectators
greater restoration
own ‘tabletop map’ of the level.

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Dungeon Master’s reference sheet NPC names
Level 3: Sargauth Level Troglodyte slaves

Key NPCS 1-2 Tokrouk

3-4 Chunhree
Name Type Distinguishing features Mannerisms
5-6 Thaishour
Greech goblin
7-8 Tsaiouh

Geldax Breer NG half-elf 9-10 Lut


commoner
11-12 Flarsnaoh
Lurrash Hobgoblin
13-14 Lour

15-16 Mughflaerl
Quave, Drow
Narlros, Tmek 17-18 Grakk

Marta NE Sun elf mage 19-20 Yauthzuk


Moonshadow
Hobgoblins
T’rissa NE drow priestess
1-2 Eunomia, f
Auvryndar of Lolth
3-4 Priamos, m
Narizmar Drow
Do’ett 5-6 Ayumi, f

Sylkress Drow elite warrior 7-8 Kin, m


Auvryndar
9-10 Lucilla, f

Pellanonia Drow 11-12 Aelius, m


Auvyndar
13-14 Horatia, f
Ghirith 
 Drow
Nhilran 15-16 Aetius, m

Lerk Goblin 17-18 Ourania, f

19-20 Laios, m
Delvin CG human
commoner
Suggestions
Ahoy matey. A pirate
Ranaghax Male drow elite
gang from Skullport is
Auvryndar warrior
doing the bidding of the
Ulquess Mind flayer sea hag covey, smuggling
swords to both the drow
Azrok Hobgoblin and hobgoblin camps.
warlord
Sense and Sensibility.
Lurkana Hobgoblin Sensualtiy is a common
captain theme of this level, from
the quest for Azok’s
Preeta 
 Mage blindsight dagger, the
Kreepa hags’ scrying to the drow
relationship play. By
Useful magic appealing to NPCs along
these lines, the PCs might
Knock Detect magic Animate dead negotiate or make allies.

Silence Dispel magic

Page ! 10
Dungeon Master’s reference sheet NPC names
Skullport Duergar

Key NPCS 1-2 Beshvonana, f

3-4 Krellbearn, m
Name Type Distinguishing features Mannerisms
5-6 Baadsaanl, f
Sundeth CE half-ogre
7-8 Luthdarrak, m
champion
9-10 Sholida, f
Hlool Kuo-toa
11-12 Arnordak, m
Olive Stillwater Sea hag
13-14 Zentryn, f
Krystaleen Rock gnome
commoner 15-16 Shothbon, m

Droon Stonedark Duergar 17-18 Sharyur, f

Gyrrd Shield dwarf 19-20 Delgmai, m


commoner
Human thugs / wererats
Tor Grayfell Shield dwarf
1-2 Imelda, f
commoner
3-4 Alfonso, m
Cal’al Claddani Half drow
commoner 5-6 Dunya, f

Oleander and Will strongheart 7-8 Vlastimir, m


halfing
commoners 9-10 Weyhi, f

Quietude Tiefling 11-12 Malu, m


commoner
13-14 Sitali, f
Ulvira Snowveins Half-elf spy
15-16 Kwahlti, m
Thaglar Xundorn Duergar
17-18 Kwalette, f
Bosskyn Gorrb Tiefling spy
19-20 Morralay, m
Tasselgrn Velldarn Human archmage
Gargoyles
Thorvin Twinbeard Shield dwarf
1-2 Amee
commoner
3-4 Jacquot
Darum and Duram Ghaz Shield dwarf
commoners 5-6 Jehan

Anderian Dusk Half elf 7-8 Andri


commoner
9-10 Blancha
Felrax Dragonborn
mage 11-12 Richart

Garryth Doppleganger 13-14 Sedilia

Nightshade Mummy 15-16 Pierre

Gharz Stonedark duergar 17-18 Petronilla

19-20 Louis

Page ! 11
Dungeon Master’s reference sheet Drow phrases*

Level 4: Twisted Caverns 1-2 Darkness take


you
Key NPCS
3-4 All trust is
Name Type Distinguishing features Mannerisms foolish

Jibber-Jabber ettin 5-6 Mothers know


best

7-8 The best knife is


The Alchemist Disguised green
an unseen one
slaad
9-10 Trust no one
Darribeth CG human mage more than
Meltimer yourself

Altonrel Drow 11-12 Lolth be


praised; all
victory is her
Rezz Drow doing

13-14 Do as you are


ordered, and
Balryn Drow elite warrior
live

15-16 Light upon you!


Melith Drow priestess of
Auvryndar Lolth 17-18 Those who
watch their
Thirza Drow mage
backs meet
death from the
Kalanszar Drow front

19-20 Darkness is
Tsabalin Drow both friend and
enemy

Talafaere Drow elite warrior * - from Menzoberranzan:


City of Intrigue, 2012

Ryld Drow elite warrior NPC names


Kuo-toa
Llauzdrar Drow elite warrior
1-2 Reeoloop

Illuun aboleth 3-4 Dumaplop

5-6 Krudagleep
Noolgaloop Kuo-toa
7-8 Blidundofoop
archpriest
9-10 Ploodakhar
Useful magic Suggestions
11-12 Azehmipidipi
Knock Atmosphere. Emphasize the disorienting experience of
13-14 Gunbodoop
exploring caves and caverns. Water dripping, echoing
mending
sounds, strange reflecting lights. It is almost alien. Drow, 15-16 Ahgooplip
Identify kuo-toa and troglodytes are on home footing.
17-18 Ooshblidoo
Gust of wind Light a scented candle. Want to play up the troglodyte
stench at the table? Get a stink bomb or fart spray or 19-20 Rosphloowud
similar gag gift and let fly. (Do not do this is a public play
area, of course).
Page ! 12
Dungeon Master’s reference sheet
NPC names
Level ______________________________________________________
______________________
Key NPCS
1-2
Name Type Distinguishing features Mannerisms
3-4

5-6

7-8

9-10

11-12

13-14

15-16

17-18

19-20

Notes

Useful magic Wandering monsters Map extension

Page ! 13
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