DotMM Character Secrets
DotMM Character Secrets
DotMM Character Secrets
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
INTRODUCTION ANATOMY OF A CHARACTER SECRET CARD
Not everyone is an open book; most folk in this world are This supplement follows a formula for a character secret:
filled with shame and regret; player characters are no • The Secret. This section is for a player's eyes and briefly
different. Some players even wish to embrace a checkered describes their secret. It is written in first person. This
past when designing their character, but those details text is reprinted on the cards in Appendix A.
often have little to no relevance to the campaign, leaving • Additional Information. A player can't help but retain
it up to the Dungeon Master to incorporate or ignore those details they glean; to prevent leaking too many secrets,
secrets. Cue Character Secrets: a lightweight system that some information is kept out of the player's hands until
enhances roleplaying and ties the past into the present they commit to the secret that they drew. Not all secrets
with little work on the player or DM's part. warrant extra information.
This supplement contains thirty-three secrets tied to the • Using the Secret. This section is for DM's; it describes
events, characters, and factions of Waterdeep: Dungeon how you can incorporate the secret in your campaign,
of the Mad Mage. be it by having certain NPCs react differently to the
secret-bearer, by adding a twist, or allowing that person
to bypass certain restrictions in the campaign.
WHAT ARE CHARACTER SECRETS?
First featured in Icewind Dale: Rime of the Frostmaiden, SECRETS IN DUNGEON OF THE MAD MAGE
character secrets are meant to foment distrust and intrigue
With but a few pockets of civilization in Undermountain,
among player characters. These secrets are more than just
the character secrets in this supplement are centered on
background information; instead, they can, and should,
previous delves into the dungeon or acquaintances that are
factor into the campaign. Some secrets are benign or out-
already inside. They are chiefly concerned with why the
right helpful, but most are shames or secret regrets that
secret-bearer has decided to venture into the dungeon. As
should color a character throughout the campaign.
these secret-bearers have been in the dungeon before, and
Some character secrets are wholly narrative in nature,
recently, they might have familiarity with some areas in
having a direct impact on the secret-bearer's development
the upper reaches of Undermountain.
or the campaign itself. Some secrets also grant mechanical
Additionally, with Waterdeep being above the dungeon,
benefits to the secret-bearer, such as a language, skill, or
a character's secret can be related to forces in the city,
even a cantrip, just as they do in Icewind Dale: Rime of
such as being an adulterer, fugitive, or criminal. See the
the Frostmaiden.
Waterdeep: Dragon Heist edition of Character Secrets,
DRAWING CHARACTER SECRETS as many are apt for Dungeon of the Mad Mage.
Appendix A of this supplement contains a printer-friendly
version of the character secret cards that you should print,
cut out, and shuffle into a deck.
Before the campaign starts, you should determine how
many of the player characters should have a secret. This
number is left to you, but it is recommended that they all
begin with one. A player draws a random card from the
deck and decides whether to embrace the secret or reject
it. However, a secret may not fit the character that that
player wished to play, or that character might fail to meet
the secret's prerequisites. If the secret is discarded, the
player draws another card.
It is perfectly all right if not all players wish to adopt a
secret; however, they should keep the card and inform you
privately that they won't be playing with one, so that the
other players don't just rule out the possibility.
Likewise, it's acceptable if a player character reveals
their secret immediately, guards it forever, or waits for a
later occasion to reveal it.
3
SECRETS IN THIS SUPPLEMENT
Character Secrets ............................................................ 5
A Real Boy ................................................................. 5
Condemned Criminal .................................................. 5
Culpable Animator ..................................................... 5
Cursed Spelunker ........................................................ 6
Diseased Adventurer................................................... 6
Dishonored Legionnaire ............................................. 6
Draconic Descendant .................................................. 6
Dweomercore Dropout ............................................... 6
Ex-Cultist .................................................................... 7
Failed Savior ............................................................... 7
Fine Fellow of Daggerford ......................................... 7
Fugitive ....................................................................... 7
Geas Victim ................................................................ 7
Heir of Melair ............................................................. 8
Heir to Madness .......................................................... 8
Illithid Thrall............................................................... 8
Maddgoth's Revenant ................................................. 9
Offworlder .................................................................. 9
Ooze Cleric of Ghaunadaur ........................................ 9
Potential Consort ...................................................... 10
Public Failure............................................................ 10
Ruined Paramour ...................................................... 10
Shadowdusk Inheritor ............................................... 10
Skullport Pen Pal ...................................................... 11
Treacherous Adventurer ........................................... 11
Troll Cancer .............................................................. 11
Trove-Hider .............................................................. 11
Tyr's Redeemer ......................................................... 12
Undermountain Addict ............................................. 12
Undertaker ................................................................ 12
Victim of the Fine Fellows ....................................... 12
Xanathar Agent ......................................................... 13
Zhent Drugrunner ..................................................... 13
Appendix A: Character Secret Cards ............................ 14
4
CHARACTER SECRETS
The secrets are presented alphabetically:
A REAL BOY CULPABLE ANIMATOR
I was nothing more than a wooden puppet fashioned by Prerequisite: You must be an artificer or wizard. If you do not
some foolish ventriloquist before the Mad Mage found meet this prerequisite, draw a different secret card.
and granted me life through a wish spell. The wizard did I animated a suit of armor to act as my servant, but, in an
not, however, deign to grant me flesh, only an illusion to attempt to grant it critical thinking, imbued too much self-
hide my true nature. will in the construct. After developing a taste for murder,
I count as a construct rather than a humanoid, except for it was chased into Undermountain by the Waterdeep City
the purposes of a spell of 1st-level or higher that restores Watch. My hands are stained with the blood this construct
hit points. has shed, and it is my duty to find and destroy it once and
for all.
ADDITIONAL INFORMATION
The secret-bearer's illusory appearance can be discerned USING THIS SECRET
through a DC 15 Intelligence (Investigation) check made The animator's creation is an animated armor. It appears
as an action. On a failure, a character can repeat this to attack the adventurers on Levels 2 and 5, as well as in
ability check once every 24 hours until they succeed. Skullport. Every time it is destroyed, it is reassembled and
gains a +1 bonus to its attack and damage rolls as well as
USING THIS SECRET 10 more hit points. Once the party reaches Level 9, the
After running into the secret-bearer again, the Mad Mage construct has become a helmed horror shaped in the
telepathically offers to turn the secret-bearer into a real visage of its creator. It speaks Common and can at last
person if they betray the other adventurers. express its disdain for its creator. It can be destroyed twice
more after this and continues to beleaguer the party until
CONDEMNED CRIMINAL the campaign concludes or after it has been slain twice.
I was convicted in the city of Waterdeep for crimes, but Surprisingly, the Mad Mage is not the source of the
rather than languish in a prison cell or dangle at the end construct's newfound power but Trobriand, Halaster's
of a noose, I was condemned to Undermountain. Should I apprentice. The tinkerer took a shine to the construct
return to the city above, I will be put to death. A new and when he encountered it in the upper levels of the dungeon
free life awaits me if I can find a passage to a land outside and taught it how to reassemble and upgrade itself.
Waterdeep's jurisdiction.
5
CURSED SPELUNKER
I was struck with a strange malady when I last ventured
into Undermountain: I can gain sustenance only by eating
minerals, precious metals, and gemstones. It is for this
reason others do not tolerate my presence in their party
for long: sooner or later, I've devoured the loot. A spell of
greater restoration can rid me of this malady.
To better secure my sustenance, I have a mining pick.
A pound of rations is equal to one gemstone worth 10 gp
or more, 50 cp, 25 sp, 5 gp, or a pound of raw minerals.
DISEASED ADVENTURER
I am cursed with an insidious disease that conventional
healing and magic has failed to cure. With little of my life
left, I have delved into Undermountain, seeking riches to
leave behind for my family.
6
EX-CULTIST USING THIS SECRET
I am a former member of a cult operating in the shadows The Fine Fellows react with distrust or outright hostility
of Undermountain. The cult's icon is tattooed somewhere when they meet the secret-bearer. Kelim is likely to throw
on my body. themselves at their mercy; Waukeen insists they redeem
themselves by assisting him in his quest for vengeance;
ADDITIONAL INFORMATION Copper flees and Midna insists bygones ought to be by-
The secret-bearer belonged to the Vanrakdoom cult, led gones. Rex, for his part, launches into battle.
by the vampire cleric of Shar, Keresta Delvingstone. They
know that Vanrakdoom was founded by the disgraced FUGITIVE
Lord Vanrak Moonstar, a Waterdhavian noble who fell
I am a fugitive who escaped a Waterdhavian cell. With
from grace and rose as a death knight—before committing
enough gold, my crimes can be forgiven, or at least
suicide in the year 1436 DR. They are also aware of the
forgotten, by the authorities. With a 5,000 gp bounty on
shadow dragon Umbraxakar, Vanrak's faithful friend and
my head, I must perpetually be wary for bounty hunters.
companion, who remains in Vanrakdoom.
7
USING THIS SECRET
Taselgryn Velldarn (see Skullport) is shocked when she
meets the secret-bearer and demands they leave Under-
mountain immediately, even going as far as to shove them
into her teleportation circle.
Halaster is mainly oblivious that his child has entered
the dungeon, but once he realizes the truth, he vacillates
between "testing" them ("The Heir to Madness must be
mighty indeed!" he shouts) and showing them mercy. If
the secret-bearer dies and there is no chance for them to
be resurrected, Halaster casts a wish spell to reverse time,
restore them to 1 hit point, and teleport them to the nearest
safe haven. This magic catches the entire party, granting
them the same benefits. The adventurers' memories are
cloudy but they can all remember fighting and/or dying.
Inevitably, Halaster corners his child, wishes a flame
tongue shortsword into his and their hands, and begins a
duel. At the duel's zenith, he demands that they join him
to "rule Faerûn as father and [son or daughter]." If the
secret-bearer refuses, Halaster cuts off their hand.
ADDITIONAL INFORMATION
The secret-bearer knows Taselgryn, the human archmage
of Skullport, and that she has a teleportation circle linked
to a Waterdhavian orphanage.
8
MADDGOTH AND THE COMPANION OFFWORLDER
The infamous serial killer Maddgoth is only haphazardly
I am not from this world; I was brought here by a magical
featured in Dungeon of the Mad Mage. His return is necessary
to make the most of the Maddgoth's Revenant secret. As it is
vessel known as Scavenger that prowled the void between
recommended in the Dungeon of the Mad Mage Companion, worlds… but I was not a crewmate. Instead, I was kept as
written by the same author as this supplement, Maddgoth cattle for its mind flayer captain whose fondness for fresh
should return to his castle while the adventurers are exploring brains necessitated the keeping of live prisoners.
it during the events of Level 7. The ship crashed in the depths of Undermountain; a
If you utilize the Companion's changes, the adventurers are sudden portal delivered me to Waterdeep.
sure to know that Maddgoth is a cold-hearted killer. Likewise,
Maddgoth will recognize the secret-bearer and know that ADDITIONAL INFORMATION
there can only be violence. Skip Act II of Maddgoth's Dance A "crazed old man" stole the engine of Scavenger after it
and proceed with the battle tactics outlined in Act III. crashed in the dungeon. The secret-bearer doesn't know
just how a spaceship crashes in a subterranean cavern but
that hardly matters now. The ship's crew consisted of orcs
MADDGOTH'S REVENANT and shapechangers. The secret-bearer's memories from
Prerequisite: You must be a wizard. If you do not meet this before being brought aboard the ship have been scrubbed
prerequisite, draw a different card. by repeated exposure to the illithid's psionic mind.
I was hunted by the wizard Maddgoth, a serial killer that USING THIS SECRET
targets other wizards for sport. The bastard defeated me A spell of greater restoration returns the secret-bearer's
in single combat, and, presuming I was dead, left with my memories. They recall that they were raised on H'Catha,
spellbook and wand. Were it not for a passing healer, I a wheel-shaped planet ruled by beholders.
would have succumbed to my wounds.
9
POTENTIAL CONSORT RUINED PARAMOUR
Prerequisite: You must be a druid, ranger, or Nature cleric. If It started as a tryst and ended with an attempt on my life.
you do not meet this prerequisite, draw a different secret card. My affair with a Waterdhavian noble has driven me into
I have been invited to the surreal court of the archdruidess the depths of Undermountain until a time comes when I
Wyllow, an elven maiden who has grown lonely in her can afford a ship to a new land. My assets have been taken
domain in Undermountain. She seeks company among and my belongings destroyed. With nothing but the gear I
Nature's champions and has offered her hand in marriage. have now, I must secure a fortune in the dungeon below.
Wyllow's favor, even as a potential consort, has imbued
me with a charm of animal speaking. I can cast speak with USING THIS SECRET
animals thrice, after which the charm disappears. Once during this campaign, the adulterer's spouse sends
an invisible stalker after the secret-bearer.
ADDITIONAL INFORMATION
The secret-bearer was contacted by Wyllow spells of SHADOWDUSK INHERITOR
animal messenger and other magic.
Prerequisite: You must be a human, half-elf, or half-orc. If you
USING THIS SECRET do not meet this prerequisite, draw a different secret card.
As the secret-bearer learns, Wyllow has contacted other I am a distant family member of House Shadowdusk, a
potential suitors, who may arrive while the adventurers noble house whose family manor in Waterdeep burned
are on Level 5. These other suitors are: down years ago. A recent letter has informed me that they
• Fostyr Goldveins, a N shield dwarf priest have sought refuge in Undermountain and that I am to
• Serena of Oakhelm, a NG wood elf druid inherit a portion of whatever wealth our ancestors were
• Grindel Elkhardt, a CE human warlock of the archfey able to save.
(see Volo's Guide to Monsters pg. 219). Grindel is the
sole survivor of the slaughtered Cult of Malar that once ADDITIONAL INFORMATION
inhabited Wyllowwood. To avenge his fallen kin, he The letter read, "Family is everything, and we must
struck up a pact with the Queen of Air and Darkness. remain strong of heart and sound of mind in these dark
He has since masqueraded as a champion of nature to times. Come forth, cousin, and be with us in the light.
fool Wyllow. House Shadowdusk shall never fall."
10
SKULLPORT PEN PAL TROLL CANCER
I have maintained monthly correspondence with a citizen I survived on troll meat for a month while lost in the dark
of Skullport for years. Their most recent letters described depths of Undermountain. By when rescuers found me, I
a brutal takeover by the Xanathar Guild. Desperate, they had grown four extra fingers, a rash of tumors, and count-
have bid me to the Port of Shadows and rid its down- less warts. It seems the regenerative capabilities of trolls
trodden people of their cruel tyrants. are a curse all their own…
Because of my regenerative cancer, whenever I start my
ADDITIONAL INFORMATION turn with 0 hit points, I am stabilized. If I take fire or acid
The secret-bearer has been kept up to date on the Xanathar damage, this trait doesn't function until the start of my
Guild's ranks and operations up until a week before they next turn. A spell of greater restoration can rid me of this
descended into Undermountain. They are aware that the prolific cancer.
half-ogre Sundeth commands sixty bugbears, seventy
humans, and at least ten duergar. Krystaleen's letters often USING THIS SECRET
lament, "if only the Skulls' minds were restored!" (this On Level 5, Wyllow recognizes the secret-bearer as the
refers to the thirteen flameskulls that once ruled the port). abomination that they've become and demands they leave
her demesne.
USING THIS SECRET
The pen pal is Krystaleen (see Area 13). If this secret is
used in the campaign, she has been enthralled by the mind
TROVE-HIDER
flayer that haunts Skullport. Eager for new blood (and Prerequisite: You must have an evil alignment. If you do not
fresh minds to devour), the mind flayer uses Krystaleen to meet this prerequisite, draw a different secret.
invite distant pen pals to Skullport. On a previous foray into Undermountain, I was forced to
Once the secret-bearer arrives in Skullport, the illithid hide my trove of gold from allies and enemies alike.
waits to see if they can help restore the port to its once- While I was away, my comrades perished in battle; I was
bustling way of life. Thereafter, it has Krystaleen offer the too concerned to secure my fortune—but who wouldn't be
adventurer lodgings; in the dead of night, it enters their when they've found a thousand platinum pieces?
quarters to devour their brain. Krystaleen has three extra
rooms in her home, but lies and says she only has room ADDITIONAL INFORMATION
for the pen pal. If her lie is discovered, she explains that The trove is buried in a sack in Area 16 of Level 8, the
she isn't comfortable with so many strangers staying at her "subterranean swamp" as the secret-bearer's party called
home overnight. She can easily be convinced otherwise. it. Slitherswamp was occupied by yuan-ti when the secret-
bearer was last there.
TREACHEROUS ADVENTURER USING THIS SECRET
This is not my first foray into Undermountain. Long ago, The trove has since become the lair of Hexacali, the bone
my comrades and I delved into this accursed place only to naga. It consists of 1,000 pp, which is worth 5,000 gp.
be whittled down by disease, famine, and monsters. The When the secret-bearer digs up their treasure, the ghost
monsters were already there when we made it back to the of one of their fallen comrades appears to condemn them
Yawning Portal's entry well… and to save my own skin, for abandoning the party. The ghost cannot rest until the
I pushed my comrade towards the beasts and fled up the secret-bearer is slain; if it is destroyed, it reappears in
rope, leaving them all behind to die. Area 16 again 24 hours later. It reveals the secret-bearer's
crimes and then attacks. If the ghost has it their way, it
USING THIS SECRET possesses the secret-bearer and slits their throat.
The manticores of Level 1, having cornered the party
long ago, recognize the secret-bearer and mock them for
their cowardice. They waste no time telling the other
adventurers, "This one left their kin to die. And just as
they did before, surely they shall again. Trust this coward
only to leave you behind in the abattoir."
Additionally, two surviving members of the party reside
in Skullport. They are a duergar named Dunmara Earth-
trodder and a drow named Jegrius Daevykur. They team
up to assassinate the secret-bearer upon learning of their
arrival in town. They hire two duergar and a human thug
to assist them in the attempt. Jegrius carries 75 gp and a
ruby amulet shaped like a spider worth 150 gp.
11
TYR'S REDEEMER UNDERTAKER
Prerequisite: You must be an aasimar, cleric, Celestial warlock I belong to the Undertakers, a disaffected group of failed
or a religious paladin. If you don't meet this prerequisite, draw actors who masquerade as vampires in Undermountain to
a different secret. scare adventurers into paying a toll. My mission is to lure
My divine mission, as ordained by my deity, is to delve fools from the surface into their clutches. Many have died
into the depths of Undermountain and redeem Fazrian, an or become impoverished because of our schemes.
angel of Tyr that has fallen from grace. I have proficiency in Performance and Deception.
12
XANATHAR AGENT
I am a secret agent of the Xanathar Guild whose mission
is to attach myself to adventuring parties determined to
delve into Undermountain. If they grow too powerful or
are inclined to oppose the guild's operations, my orders
are to betray them at the most opportune moment. Failing
that, I must report them to my superiors.
I know thieves' cant.
ADDITIONAL INFORMATION
The secret-bearer has a tattoo of a circle with ten equi-
distant spokes radiating out from its circumference—the
symbol of the Xanathar Guild.
The secret-bearer knows of three guild watch posts on
the first floor of Undermountain plus two on the second
level of the dungeon.
ZHENT DRUGRUNNER
I have been sent into Undermountain to rendezvous with
a Luiren spring cheese dealer in Skullport. This addictive
drug puts halflings into a deep stupor; it is priceless and
incredibly illegal. The Zhentarim is quite interested in
smuggling it into Waterdeep.
I have been given 1,650 gp by my betters to pay for the
cheese and I can expect a 750 gp reward for risking my
neck to retrieve it.
I know thieves' cant.
ADDITIONAL INFORMATION
The secret-bearer's contact is Gharz Stonedark, manager
of The Worm's Gullet (Area 35).
13
APPENDIX A: CHARACTER SECRET CARDS
You can print off the following simple cards for your players:
ZHENT DRUGRUNNER
I have been sent into Undermountain to rendezvous with
a Luiren spring cheese dealer in Skullport. This addictive
drug puts halflings into a deep stupor; it is priceless and
incredibly illegal. The Zhentarim is quite interested in
smuggling it into Waterdeep.
I have been given 1,650 gp by my betters to pay for the
cheese and I can expect a 750 gp reward for risking my
neck to retrieve it.
I know thieves' cant.