r/DungeonoftheMadMage • • 3h ago

Question Wyllowwood issue

0 Upvotes

My group is in Wyllowwood, and I can use some advice.
I'm running the Companion, with one change. Wyllow's animal spies are not 100% reliable (because they're animals and get distracted), so Wyllow might know or not know about any particular interaction depending on What Serves The Plot.

I kinda tempted my party into sneaking up on the dragon and yanking out the sword. I was trying to set up a three-way fight between Valdemar, Wyllow and the party. Valdemar roars; Wyllow shows up almost immediately via Tree Stride going "WTF"; Valdemar says "I have my mind back, bitch" and breathes poison; roll initiative, hilarity ensues.

The party instead noped out and tried to sneak away while Valdemar fought Wyllow. Thing is, they had layered so much stuff on themselves prior (Greater Invisibility, Invisibility, Pass Without Trace, Bless, Bardic Inspiration, etc) that their group stealth check was in the 30's. So not only did they sneak away, Wyllow never knew they were there.

Currently, the party is heading towards the werebat village. Their plan is to take the werebats through the gate to Level 2, because they are under the (mistaken) impression that the caryatids on L2 can remove the lycanthropy curse.

I need advice on what is (logically) going to happen next that would make for the best story.

(1) Wyllow coming after them after a Short Rest, as the Companion suggests. She might not know they were there, but they're the logical culprits and it's not like she needs evidence.
I don't like that option. A fight that will happen no matter what you do smells like railroading to me. (And I kinda feel bad for Wyllow.)

(2) Wyllow coming after them but being willing to negotiate. The question is, what might she demand in return for letting them go/letting them not kill the werebats.

(3) Valdemar, having won the fight with Wyllow, coming after them. "I owe you a great favor for freeing me. So I will let you put all your treasure on the ground, and walk away peacefully."

(4) Something Else.

I'm not really happy with options 1-3, so I am racking my brain looking for options I haven't thought of. If you have any ideas, I'd love to hear them.


r/DungeonoftheMadMage • • 6h ago

Art Arcane Chambers - Level 2 [Battlemap]

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10 Upvotes

r/DungeonoftheMadMage • • 4d ago

Discussion Why is Skullport so underwhelming?

29 Upvotes

In preparation for a home campaign, with elements from DotMM and W:DH, I am reading the 2e Skullport book alongside the 5e resources...

I understand that 4e screwed Skullport up, but it feels like WOTC didn't want to bother fixing Skullport.

What's a decent fix for the city, other than reverting to an older edition?


r/DungeonoftheMadMage • • 7d ago

Art Dungeon Level - Level 1 [Battlemap]

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23 Upvotes

r/DungeonoftheMadMage • • 9d ago

Question Where to source the book?

9 Upvotes

What the title says.

My kids were gifted a DnD starter pack last Christmas and have gotten into it in a major way. I’ve had to take a DM crash course but so far they’re convinced I’ve been doing it for years.

They particularly like the combat, more so than any complex intrigue, so I started looking for pre-made campaigns and here I am.

Only problem is, I can’t find any copies of the book anywhere. Can anyone advise where I might be able to source a hard copy? Likely need to be somewhere that ships internationally, but bonus points if there’s any available in Australia.


r/DungeonoftheMadMage • • 11d ago

Question Help! Does anybody know where these maps come from?

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94 Upvotes

Hey! I found these on pinterest some time ago, since then, i have been unable to figure out where they originally come from. as far as i understand, it was part of an upstarted project that then went silent? but i ain't sure. Do you know where these are from?

I know it looks like the RoU box set from Ad&d due to the top corner, the thing is, no Ruins of Undermountain box set “3” ever came out, only box set 1 and 2. it isn't part of any official box set they released for Ad&d 2e, that i can find.


r/DungeonoftheMadMage • • 13d ago

Art Skullport - Dungeon of the Mad Mage [Battlemap][160x94]

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44 Upvotes

r/DungeonoftheMadMage • • 13d ago

Question Began D’Aerthe integration

6 Upvotes

I’m planning to run DotMM after we wrap up DH in a few weeks.

Of all the factions in DH, the party has built the most important relationship with Zardoz Zord/Jarlaxle and his disguised Bregan D’Aerthe.

For anyone who has run both books, how feasible would it be to work Jarlaxle into the Drow plots in DotMM?


r/DungeonoftheMadMage • • 18d ago

Story Halaster visited the Party on Level 4

16 Upvotes

I am using the corrupted and diseased river in the Twisted Caverns, Level 4. My Players worked out that the corrupting source must be near the river's head, so through repeated castings of stoneshape, they dammed the river. They sit and they wait for the river's level to drop so they can examine whatever is left in the bed.

I liked it, totally overcomplicated, but the Players are using a spell creatively. I am impressed.

The Party also impressed Halaster, who teleported to them and scolded them for blocking the river, flooding whatever is before that dam, and changing his dungeon in a way he doesn't want it changed.

Halaster crashed out, told them to kill the monster polluting everything, and even revealed the aboleth's location on the map. He undid the blockage and teleported away.


r/DungeonoftheMadMage • • 21d ago

Art Maddgoth's Castle - Level 7 [Battlemap]

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29 Upvotes

r/DungeonoftheMadMage • • 22d ago

Advice Considering porting into Eberron, any tips?

1 Upvotes

My party is level 5. I've been homebrewing the plot in my Eberron campaign. I'm starting to get burned out homebrewing, so I was looking into some pre-written modules and this one caught my eye. Any tips for porting into Eberron?


r/DungeonoftheMadMage • • 26d ago

Art Trobriand's Graveyard - Level 13 [Battlemap]

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35 Upvotes

r/DungeonoftheMadMage • • 28d ago

Homebrew Undermountain 1st level map, Decorated, Expanded & Upgraded, East side (1st half)

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116 Upvotes

r/DungeonoftheMadMage • • Sep 28 '26

OC Umbraxakar Poem

15 Upvotes

A while back, u/rkfmckee made this post about introducing the backstory of Vanrakdoom as a poem that also gives clues about how to redeem Umbraxakar and transform him back into Glyster, and it inspired me to try to write my own version!

I’m considering changing Glyster into a song dragon if I can find or homebrew a good 5e stat block for it, because the connection to Selûne and his seeming propensity for spending time in humanoid form (as evidenced by the visions) really make it seem like a perfect fit. If I do, I’ll most likely say his innate musical, storytelling spirit magically and unwittingly inspired whatever NPC tells my party the poem; that the lyrics simply came to them, fully formed, because of the dragon’s subconscious influence.

Here’s the poem I wrote ("Umbraxakariad"):

Within the depths of Vanrak’s doom
A knight of bronze† succumbed to gloom,
Removed from Luna’s silver light
To wallow deep in endless night.

Withdrawn to caverns deep and old,
His once-bright armor dark and cold,
He mourns his conflagrated friend
And all who, through them, met their end.

A shining, shimm’ring coral band;
A vow of friendship e’er to stand
Through ev’ry voyage, ne’er to part,
Entwined forever in their hearts.

A gleaming sword of morning sun,
A gift to see the battle won,
To vanquish evil, purge with light,
To make Moon’s sister shake with fright.

A shirt of radiant mithril chain,
Thus, by its power, never slain;
Resilient to ev’ry blow
To persevere through ev’ry foe.

A golden horn with crystals set,
Discarded by the shadows yet;
A symbol of his endless guilt,
Reminder of the blood he’s spilt.

When dearest friend fell to despair,
Retreated down the dungeon stair,
The loyal knight recalled his vow
And dwells beneath the mountain now.

Sequestered in his deathly den,
Relief from sorrow is his yen.
Yet only Darkness sees his face
And welcomes him to Night’s embrace.

But every knight will turn to day
If one will help him on his way
And share the burden, lift the blame,
And speak his true, forgotten name.

†If I do end up changing Glyster into a song dragon, this line will be “A knight of song succumbed to gloom.”

The length of the poem is an intentional (if rather obscure) hint to the players about when they can expect to need it: the poem has 9 stanzas and 18 rhyming couplets, representing Vanrakdoom being Undermountain’s 18th level.

I wanted to include a lot of references to the goddesses Selûne and Shar, as my campaign features the gods of Faerûn somewhat heavily (in particular through a twilight cleric who has suffered a great loss and doesn't know his power has been coming from Shar all along; and a paladin who was ostracized by his Helmite order when he was cursed with lycanthropy, and who might find a new community as a worshipper of Selûne, as she has dominion over lycanthropes).

Thanks again to u/rkfmckee for the idea of introducing Vanrakdoom this way! I had fun writing this, and I hope you all enjoy it as well.


r/DungeonoftheMadMage • • Sep 24 '26

Question Skipping levels 15-17

6 Upvotes

Hello fellow DMs. My party, for reasons related to a homebrew alteration of the dungeon, will be skipping levels 15, 16, and 17. They're a bit overpowered for level 18, but that's easily balanced.

My question is, was there anything or anyone you can think of from levels 15, 16, and 17 that you felt would be beneficial to have relocated to another level, or to find a way to introduce still? Also, any specific plot points or mechanisms you think are important for those levels?


r/DungeonoftheMadMage • • Sep 20 '26

Question Looking for opinion on my plans for Skullport Spoiler

6 Upvotes

Hey folks, first time posting in this sub. If somehow you are a player of mine and recognize this post, please don't read it :P

I ran my party through Dragon Heist and now they are currently making their way through The Sargauth Level. In my version of Dragon Heist, I ran it mostly vanilla. Xanathar was the villain, springtime, etc. However, the other forces were present: the players heard rumors about devil worship, Jarlaxle attended a party they were at in disguise, and they are aware of a split in the Zhentarim, and rumors of the long dead archmage Manshoon returned. These threads have remained mostly unexplored, I had a party member who infiltrated the zhents drop out of the game unfortunately.

So at the end of Dragon Heist, they find the gold, defeat the forces Xanathar sent (including an NPC who played with them for 5 levels named "Trouble" who was a Xanathar agent). The way I had other events in the game, and this interact with city politics is that this drove Xanathar underground, and little do they know, this is all going according to Manshoons plan. Every time they come back to the surface, the city seems a little darker, a little more corrupt, reflecting the real worlds politics a little bit. Police are more brutal, politics is getting sludgy, etc. This is because Manshoon is slowly corrupting the city in an attempt to usurp rule. Essentially he has eliminated his competition (other Zhents and Xanathar) and driven the cities new heroes underground. "Undermountain awaits!" They never even questioned who the note came from. And they will find themselves craving the dungeon the deeper they go and the longer they spend down there.

ANYWAY, long story short, Skullport being mostly uninhabited and sleepy feels dumb, and I think that in my campaign it makes a lot of sense for it to be absolutely BRIMMING with Xanathars forces. It is a party, and they run the city. Since they are unable to be in the city above, getting their mitts in all the profits of crime through the city, Xanathar declares Skullport his by might and by right, and sets his forces loose on the city to revel and indulge (mostly to keep them from revolting). I want the houses to be way more full, Xanathars thugs, bugbears, mindflayers, etc. Partying, fighting, f***ing, experimenting, etc. Walking through the street "like they own the place" because they do. All wearing the spoked wheel symbol of the beholder, its painted on buildings, and flying on flags, and in the port itself, a giant flag with his symbol hangs from the high ceiling over the island. It is Occupied.

Obviously they'd have to be careful. I don't want them to feel like they have to "clear the level" as it were. In fact I want them to feel like they are behind enemy lines more than ever. Explore, but don't start shit, don't draw attention, etc. In the DotMM module it talks a lot about Xanathar forces expanding into undermountain in the first few levels. I think it only makes sense they are expanding from a more secure and fortified area.

Has anyone else run Skullport in a similar way? Anyone have any tips or ideas based on my plan above? Thanks for reading this far if you're here :)


r/DungeonoftheMadMage • • Sep 19 '26

Advice Party beat Muiral. What do I do now?

6 Upvotes

For context, my party is currently 9th level. Following the companion, I ran level 6 and they got to the Heart of the Mountain. They figured out how the gate to level 10 works and went in. Now sure I should've stopped them but they are kind of op and I wanted to give them a scare. I planned to scare them with Muiral and have them run back to level 6. Sadly, when they came across Muiral, they managed to kill him through a combination of crits, insanely great rolls for them and very bad rolls on my part. Now they are continuing onwards and have used the lover statue to enter drow territory.

I'm at a loss on what to do now. Did I mess up? Should I make any changes or should I just run it as is?


r/DungeonoftheMadMage • • Sep 18 '26

Discussion Cavern of Ooze Genies

17 Upvotes

There is a line in the DotMM book at the start of this floor that says “whimsical even by Undermountain’s standards, the Cavern of Ooze offer DMs the rare opportunity to sing, should they wish to portray the genies on this level in the vein of characters from an animated feature film.”

At first I thought “sing” was a colloquial term for showing off and flexing one’s skills for story telling, but reading further it looks more like they meant actually sing, since they give lyrics to a song.

Which film do you think WotC was talking about?

My first guess was Aladdin or The Little Mermaid, but looking at the lyrics maybe they were talking about The Year without a Santa Claus. Like the were pushing the DM toward portraying the heat miser and cold miser?


r/DungeonoftheMadMage • • Sep 17 '26

Homebrew Time-Eaters, Maws Beyond Reality | Tome of Monsters

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7 Upvotes

r/DungeonoftheMadMage • • Sep 16 '26

Art Dweomercore - Level 9 [Battlemap]

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44 Upvotes

r/DungeonoftheMadMage • • Sep 15 '26

Art Eight years in the Dungeon. The party is getting to the end game.

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0 Upvotes

Blood, sweat and tears for players as well as myself the DM.
Level 23 in the Dungeon.
Player character levels between 19 and 23.
Almost eight years we have been playing this campaign and they are almost in Hallaster's Tower.

Today I made a chatgpt image of the party and shared with them.
My prompt was long and filled with details. Hopefully you will appreciate it too.

From left.

Leiker the Ranger, Saga the Warlock, Dipsy the Warlock/Sorceror, Lumina the Paladin and Niihloch the Fighter.

Too all you guys playing this one.
Hang in there. You will get there eventually :)

Best of luck to you.


r/DungeonoftheMadMage • • Sep 15 '26

Question Any advice on making the Yawning Portal a fun hub to keep returning back to?

11 Upvotes

Im going to be running DotMM in a somewhat old school style. Characters are weaker and combat is typically a last resort. Recovering treasure from the dungeon results in gaining xp, which adds a second layer of motivation to explore the dungeon beyond personal quest interests. A big part of treasure = xp is that in order for the gold value of treasure to be banked as xp, you must return to a safe haven. This enforces the idea of expeditions into the dungeon. Delve to explore and find gold, return that gold to the surface to level up plus heal long term wounds.

As an aside, I will be using the Old School Guide to DotMM. It’s a great resource even if you don’t want to run an old school game, as it injects unique treasures in many rooms to make exploring them a little more worth while because you’re actually likely to discover something recoverable. As a double aside, I will also be using the Companion to spice up certain encounters and levels, but I won’t be running it as a game show.

Anyways, so this has incentivized me to make the Yawning Portal as the primary return destination far more interesting. Though keep in mind that the Yawning Portal will not be the only place the PCs can return to level up and heal at. Skullport and factions they make alliances with (ex Azroks Hold, the Goblin Bazaar, Spiderwatch Keep, etc) could also come to serve as these ‘safe zones’ too. That being said, the Yawning Portal will always be the primary return haven because of the available amenities and such.

So I am looking for any ideas or resources that could help me flesh out the tavern to make it a place the players will enjoy returning to.


r/DungeonoftheMadMage • • Sep 15 '26

Art Player Created Maps

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43 Upvotes

So, I been running DotMM now for about a year (every 2 weeks) and in the last year the party has gotten down to Dweomercore. The way I've been running it, at the end of the session, we have a map maker who rolls a d20 intelligence check to see how well the maps turn out. I wanted to share these pieces of art (maddgoth didn't make sense for my storyline so it got skipped)


r/DungeonoftheMadMage • • Sep 14 '26

Art Player handout for level one

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65 Upvotes

I think this will work for DotMM (I'm running my group through RoU using the 2ed ruleset). Anyway, please feel free to use it for your group.


r/DungeonoftheMadMage • • Sep 13 '26

Question Starting at Level 14

0 Upvotes

Short Version. Have a party of level 13 from Rise of the Dragon. Jumping into Mad Mage to get them to 20 before the Final Fight against Tiamat.

I have the book. I have tied some of the quests in save the dragon, mad mage will have some dragon specfic spear or something that is the hook. Not to mention his staff with fire and lightning resistance would be handy.

I read the entire beginning up to level 1.

Is there anything I should know before jumping into level 14. Like, The phylactery that is on this level to help something later. Is there anything like that I can move to someplace later in the Mod.