Delver's Helper DMs Reference Sheets For Dungeon of The Mad Mage
Delver's Helper DMs Reference Sheets For Dungeon of The Mad Mage
Delver's Helper DMs Reference Sheets For Dungeon of The Mad Mage
HELPER
DM’S REFERENCE SHEETS
FOR DUNGEON OF THE MAD MAGE
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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
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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
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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.
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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.
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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.
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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.
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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
11-12 Gollyolk
Flyndol
Wererat
Greeth 13-14 Krudludq
Goblins
Krung-Jung Ettin
1-2 Nazzuul
5-6 Shupxool
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
3-4 Skugg
Name Type Distinguishing features Mannerisms
5-6 Glorok
Glom goblin
7-8 Lozza
11-12 Myz
Copper NE dwarf scout
13-14 Glohss
Stormforge
15-16 Azyi
Kalabash CE human mage
17-18 Lofer
Watchpost thugs
Shunn “spider LE drow elite
1-2 Briann, f
eyes” Shurreth warrior
3-4 Ewyn, m
Bolgus bugbear
5-6 Rosa, f
9-10 Hodeardis, f
Midna NE priest of Shar
Tauberth 11-12 Bernard, m
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
3-4 Chunhree
Name Type Distinguishing features Mannerisms
5-6 Thaishour
Greech goblin
7-8 Tsaiouh
15-16 Mughflaerl
Quave, Drow
Narlros, Tmek 17-18 Grakk
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.
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Dungeon Master’s reference sheet NPC names
Skullport Duergar
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
19-20 Louis
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Dungeon Master’s reference sheet Drow phrases*
19-20 Darkness is
Tsabalin Drow both friend and
enemy
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).
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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
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