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!!
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!!