First Impressions – Waterdeep: Dungeon of the Mad Mage

Calling Waterdeep: Dungeon of the Mad Mage the “dungeon to end all dungeons” would be a mistake but clearly Wizards of the Coast is aiming for fans of such things. While it's big, it's not the biggest dungeon ever produced. It is, however, the biggest ever produced for 5th Edition Dungeons & Dragons and Undermountain is considered the largest, deepest Forgotten Realms dungeon.

Calling Waterdeep: Dungeon of the Mad Mage the “dungeon to end all dungeons” would be a mistake but clearly Wizards of the Coast is aiming for fans of such things. While it's big, it's not the biggest dungeon ever produced. It is, however, the biggest ever produced for 5th Edition Dungeons & Dragons and Undermountain is considered the largest, deepest Forgotten Realms dungeon.


My full review will delve into the book more thoroughly. This is my first look at it, and I have to say I'm intrigued despite not being a fan of dungeon adventures (Waterdeep: Dragon Heist, Storm King's Thunder and Curse of Strahd are more my speed).

The Appendix doesn't have as many new or adventure-specific creatures as prior adventures and no special items. It does come with Elder Rune “cards” and Secret “cards” that can be photocopied or – if the book is purchased from D&D Beyond, printed on paper for delivery and easy reference.

Despite trying to seem difficult, the dungeon has two options for saving characters from sudden death. That's not to say the adventure is easy – I still need to do the deep-dive reading. But between Jhesiyra Kestellharp trying to keep them within their challenge levels and “Alterdeep,” it's easy for GMs to spare the lives of characters that would otherwise die, which surprises me.

Dungeon of the Mad Mage is for characters of levels 5-20 – higher than prior adventures. It features 23 levels of traps, creatures and danger below Waterdeep to be played solo or after Waterdeep: Dragons Heist.

Each level has its own flair and the backstory of the dungeon explains Halaster's history and why some of the levels have radically different environments. Additionally, Skullport, the city beneath the city of Waterdeep, gets its own chapter.

Level 2 involves the Xanathar Guild and Zhentarium so it can connect quite well to the events in Dragons Heist. The constant thread of madness among those in Undermountain could also connect to Rage of Demons if a GM wished to tweak both adventures.


Wyllowwood is a forest below ground with temperate forests created by Halaster to appease a moon elf druid. Interestingly, it's also the home of a neutral good green dragon. Yes, you read that correctly. A new creature, werebats, are also associated with this level.

Undermountain also features a castle, albeit one that's one-twelfth the size of a normal fortification. Other levels involve oozes, mind flayers, swamps, mazes, githyanki, drow and duergur enclaves and much, much more.

Thankfully for GMs, each chapter also has a similar layout addressing first what dwells there, then a summary of its denizens, exploring the level, with maps, and an aftermath that provides additional hooks. Orderly, predictable layouts make life easier for busy GMs because you know where to find things.

Speaking of hooks, if Durnan isn't enough of hook to draw characters into Undermountain, Waterdeep: Dungeon of the Mad Mage provides other characters and enticements. Generally though, in my experience, when you put players in the Yawning Portal, someone wants to go below to seek adventure so it's not very difficult.

I really like the hooks in the Secrets deck. I wish they had provided far more of those, though you could create your own.

The Runestone Cavern level is really intriguing. And despite the name, Arcturiadoom isn't an ice world, which would have been fun with the fire giants visiting there. Instead it's named after a lich who lives in Undermountain.

The adventure culminates in a face-off with Halaster, of course, the titular “mad mage.” The opening of the book explains an interesting out for Halaster. I'm still undecided as to whether it's inspired or a cheat.

That's just my first impressions from a quick skim through of the book. A more in-depth examination of Waterdeep: Dungeon of the Mad Mage will follow soon.

This article was contributed by Beth Rimmels (brimmels) as part of EN World's Columnist (ENWC) program. If you enjoy the daily news and articles from EN World, please consider contributing to our Patreon!!
 

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Beth Rimmels

Beth Rimmels

Daern

Explorer
I like the use of rations and healing kits for HD. I might add this to my procedure.
My main issue here is the lack of treasure. It's pretty weak. There should at least be an I search the body table.
In my non-5e game I've been using a "Doom Die" where I roll d6 each turn
1 Encounter: Roll encounter & distance: melee 1, short 2-3, medium 4-5, long 6 & Surprise (2 in 6)
2 Weariness & Stress: Rest & eat one ration or lose 1 HP
3 Environment: Development or occurrence: noise, temperature, denizens move etc
4 Expiration:Torch burns out; ½ lantern oil burned, spell and potion effects end
5 Discovery: A clue, secret or hint of nearby danger
6 Luck: Free turn of exploration
I'm using a simple, "1 item slot per point of Strength" encumbrance system.
 

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HawaiiSteveO

Blistering Barnacles!
As an interesting side note, room descriptions are a different format. There's not a lot of text describing the room other than items / features of note in point form.
 

CapnZapp

Legend
While I do see the usefulness of having a compilation of 23 dungeons that you can insert your own plot into...

...this product - on its own - sounds like something that would bore me out of my skull.

Just plowing through dungeon room after dungeon room, and dungeon level after dungeon level... for what? The joy of discovery, basically?

I once read someone hoping that this product would tie up with Waterdeep Heist to provide a fully realized city that just happened to feature lots of quests that would take you down into level N of Undermountain... so you had a fresh motivation to go "in and then back out".

Just doing the dungeons in sequence following the faintest of links, on the other hand, sounds awful. Especially with the reports of there being very little treasure (and of course no official support to spend it on ever-better gear that would help you down the next level) - I mean, if you can't even motivate the dungeon delving by gold, then what do WotC think D&D is about? :confused:

Just doing dungeons because... they're there? That sounds suspiciously close to the bad old days of 4E dungeon delving.

I did read http://www.belloflostsouls.net/2018/11/dd-dungeon-of-the-mad-mage-the-bols-review.html

I am not convinced "ambitious, creative glee" is enough to replace actual NPCs, plots, motivations... I don't think I am understanding this product.
 



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