Undermountain Trilogy 2: Maddgoth's Castle
Ye want this ol moneylenders advice on entering Halasters Hall yet again? My advice is this: Dont. Theres precious few treasures worth the death and agony and fear youll face. Your problems are twofold: First¸ yeve walked its halls before¸ and Halaster pays attention to those who visit him frequently (and hes the one you dont want to have watching you!). Second¸ youre looking for the lair of that lunatic wizard-murderer from Trades Ward. Hes a dangerous lot¸ that Maddgoth¸ and many other met their ends by underestimating that pasty-faced little scarecrow. If youre looking to lay siege to Maddgoths Castle¸ youre on your own. Ive not visited it¸ and Im not likely to¸ either. Truth be told¸ no adventurer Ive heard of looked for Maddgoths lair and returned to tell of it.
Not that this scares bold heroes such as ye be¸ right? Well¸ the path to fame allows fools and champions alike¸ though fools often listen better than heroes. Until our coins are shared again¸ good fortune.
-Mirt the Moneylender
This DUNGEON CRAWL adventure returns once again to the hallowed halls of Undermountain and into an adventure like those AD&D game archetypes of years past. This is a stand-alone module and does not require extra support materials. It can be placed easily into a campaign on any AD&D world¸ but best fits a FORGOTTEN REALMS campaign set in Undermountain or Waterdeep.