Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

how to play, though, and often forgets her own lessons.
Xorta doesn't remember who crafted the flute (she did)
or how it became magical, but she knows that the giant
bats enjoy it.
If Xorta is attacked, she can use an action to play a
few notes on her flute and cause the giant bats to swoop
down and attack her enemies until she plays the flute
again to call them off. The stone flute is too large for
Medium or smaller creatures to play, and only Xorta can
use its magical power.



  1. DISPOSAL CAVE


The stench of death fills these caves, which the giants
visit infrequently.


llA. FACES OF HALASTER

Stone Faces. Giant-carved visages of Halaster cover the
walls. Each face has a different expression.
Corpses. Dozens of humanoid corpses in varying stages
of putrefaction, including a few reduced to moldy
bones, lie stacked like cordwood against the walls.
The stone giants have met Halaster several times over
the years and carved his visage after many of those oc-
casions. Though the giants' memories of him never last,
the faces in this cavern remain.
The giants have begun using the cavern to store the
bodies of creatures they're forced to kill. With the duer-
gar and the drow returning to Undermountain in force
and the bullywugs on level 8 becoming more aggressive,
such encounters have become commonplace. Again, the
giants have no memory of these altercations, and they
have no use for the dead creatures' gear.
The corpses include a drow, two quaggoths, five trog-
lodytes, seven hobgoblins, three duergar, six grimlocks,
nine bullywugs, and two humans (former members of
an adventuring party). The stone giants tossed the crea-
tures' weapons into the nearby silt pit (area llb).
Treasure. The drow corpse wears a black breastplate
with a platinum spider motif. Manufactured by drow,
this +1 breastplate loses its enhancement bonus if ex-
posed to s unlight for 1 hour or more. Further examina-
tion of the drow also yields an obsidian scarab bearing
the insignia of House Freth (25 gp).
One of the dead humans has a dungeoneer's pack with
spoiled rations and no torches remaining. The other
dead human carries a set of thieves' tools.


llB. SILT PIT
Carved into the floor of the narrow tunnel leading to this
cave is a large X (a warning sign). This cave contains a
silt pit like the one in area 4.


  1. EDIBLE Moss
    Heating Vent. A natural vent in the floor keeps this cave
    warm and humid.
    Moss. Growing on the walls is a thick carpet of edible
    golden moss that the giants and humanoids find tasty
    and nutritious. The moss is replenished by Halaster's
    magic and can be scraped off the walls in slabs.
    13. GIANTS' LIVING QUARTERS
    This cluster of 30-foot-high caverns serves as the living
    quarters for the stone giant family.


13A. 0BSIDIA AND RHODOS
Two ston e giants named Obsidia and Rhodos have been
tasked with carving abstract designs into the roof of
this empty cave. To reach the ceiling, Obsidia rides on
her brother's broad shoulders. She is using a chisel to
smooth out some of the rough spots.
Of all the giants in here, Obsidia and Rhodos are the
least set in their ways and the most likely to tolerate
small folk. Characters who bribe them with at least^500
gp worth of precious metals, gemstones, or art objects
can convince the giants to let them pass or to escort the
party to the tunnel that leads to level 8.

13B. GIANTS' HOME
Carvings and Loose Rock s. The walls and domed roof
display carvings of stone giants. At the foot of each
carving is a pile of loose rocks.
S p eleosa. Unless she is interrupted, Speleosa the stone
giant is sitting in the middle of the cave and using a
patch of bat fur to polish amber gemstones.
Otto. Otto the faerie dragon shows up to create mis-
chief shortly after the characters arrive.
If Speleosa detects intruders in her home, she grabs
loose rocks from the piles around the room, instructs
Obsidia and Rhodos (see area 13a) to do the same, and
sets out to destroy the invaders. Attempting to reason
with Speleosa while she's hurling rocks is no simple
matter, and she isn't receptive to bribes. If one or more
of her children are imperiled, Speleosa becomes calm
and begins negotiating for their safe release.
While the characters are dealing with Speleosa, the
invisible faerie dragon flies into the cavern, becomes
visible momentarily as it casts the hallucinatory terrain
spell, and turns invisible again as a bonus action. Char-
acters who have a passive Wisdom (Perception) score of
17 or higher glimpse the wee dragon for a second before
it turns invisible. On subsequent turns, Otto flies back to
Maddgoth's castle. Otto's spell replaces all of areas 10,
12, and 13 with a sylvan forest. The cavern walls remain
but are masked by the illusion. Any stone giants in the
affected area find themselves in wholly unfamiliar ter-
rain and become panicky. Their inclination is to blame
the characters, and dispelling the faerie dragon's magic
does little to console them. If the characters don't flee,
the giants attack them out of fear.
Treasure. Speleosa has gathered thirty amber gem-
s tones (100 gp each).

13c. TREASURE ALCOVE
Niches have been carved into the walls of this deep al-
cove at a height of 15 feet. The stone giants keep their
accumulated treasure here.
Treasure. The niches contain a wooden cask filled
with 5 gallons of tar, a damaged alabaster troll mask
missing its nose (25 gp), a rhinestone sack that holds
250 gp, and an 800-pound, life-size stone statue of
Halaster painted blue.

LEVEL 7 ( MADDGOTH'S CASTLE
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