Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. DRY CAVE
    This dry, 20-foot-high cavern stands empty and serves
    as a good place to rest on this level.

  2. REFLECTIONS
    This swampy cavern has a SO-foot-high ceiling of jagged
    rock. Rising from the mire is an island of dry rock, upon
    which are the following features:
    Ruins and Statue. Amid the ruins of a dome built of
    black stone is a statue of a snake with closed eyes
    swallowing its own tail.
    Apparition. The ghostly image of an adventurer moves
    through the area, looking lost.
    The ghostly image of a male human warrior in plate
    armor wanders around the statue as though searching
    for something he has lost. The image cannot be harmed
    and does not acknowledge the characters. If a character
    dies on this level, the image changes to appear as that
    character, even if the character is later raised from the
    dead. A dispel magic spell that targets the image causes
    it to disappear for 1 hour.
    A successful DC 15 Intelligence (Religion) check sug-
    gests that the statue is a representation of Dendar the
    Night Serpent, the yuan-ti god of nightmares. Any char-
    acter who touches the statue is cursed. Until the curse
    is ended with a remove curse spell or similar magic, the
    character is beset by nightmares and gains no benefit
    from a long rest.

  3. WARDED CAVERN
    Aglyph of warding spell has been cast on the floor at
    the center of the 10-foot-high cavern. The glyph triggers
    a cloudkill spell (save DC 15) when any creature other
    than Karstis passes the midpoint of the cavern. The
    spell's cloud lasts for 10 minutes.


  4. DwEOMERCORE HIDEOUT


    These caves are used by the mages of Dweomercore
    (level 9) to keep an eye on their neighbors. The caves'
    inhabitants include a mage named Karstis.
    If death or capture seems likely, Karstis grabs his
    spellbook in area 8b and flees to level 9 after instructing
    his bodyguards to cover his escape. Thereafter, Karstis
    can be encountered in area 8c on level 9.




8A. GUARDS
Golem. A flesh golem stands watch in the middle of this
10-foot-high cave, facing the entrance.
Wights. Two wights are on guard at the south end of the
cave (outside area 8b).
Crates. Three open crates are stored in the western-
most alcove. They contain sheets of parchment, small
jars of ink, quills, 10 days of edible rations, and five
2-gallon casks of clean water.
If the glyph in area 7 triggers, the flesh golem and the
wights can't be surprised. The golem was crafted by
Wormriddle the night hag (see level 9). If the golem goes
berserk, neither Karstis nor any of his other servants
can regain control of it.


LRVEL 8 I SUTH ERSWAMP


8B. KARSTIS'S CAVE
Karstis (LE male Mulhorandi human mage) lurks here
with four minotaur s keleton s. The 10-foot-high cave is
lit by a hooded lantern that rests on a portable writing
desk covered in quills, ink jars, and books. A folding cot
rests near the back wall.
Treasure. Amid the clutter on the desk, characters
can find Karstis's spellbook. The book is bound in
human flesh and contains all the spells Karstis has pre-
pared, plus animate dead and glyph of warding.


  1. TEMPLE OF THE GREAT SNAKE
    This 30-foot-high cavern is dominated by a ruin that
    contains the following:
    Carvi ngs. The interior walls are covered in carvings of
    snakes, fanged maws, and open ophidian eyes.
    Black St atue. The northwest section of the temple con-
    tains a black stone statue of a masked, hooded male
    humanoid dressed in leather armor and clutching a
    dripping dagger in each hand. Harmless centipedes
    crawl all over the statue.
    Green Statu e. The middle chamber contains a statue
    carved of green stone, depicting a 15-foot-tall winged
    snake with its fangs bared. Harmless snakes slither
    around the statue's base.
    Ghost. Wandering through the ruin is a spectral woman
    wearing a soiled black gown and a featureless white
    mask (actually the ghost of a slain yuan-ti priest).
    A yuan-ti pureblood priest named Yoastal was slain by
    the Ssethian Scourges and remains bound to the tem-
    ple. Because she cannot leave, she tries to trick others
    into completing her unfinished business, knowing that
    she cannot rest until the Ssethian Scourges are dead.
    Yoastal can be both friend and foe to an adventuring
    party. The ghost claims to have once been a cleric of
    Mask, cursed to remain in Slitherswamp until the nagas
    are destroyed. She provides characters with the layout
    of the level in exchange for promises to free her. But her
    information is always slanted toward leading the char-
    acters into situations that might further escalate the war
    between the Ssethian Scourges and the Blacktongues.
    If Yoastal is destroyed while any of the nagas live, she
    re-forms in this ruined building in ld4 days.


BLACK STATUE
Water trickling down from the ceiling falls onto this
statue and drips off its daggers like poison. A character
who succeeds on a DC 15 Intelligence (Religion) check
recognizes the statue as a representation of the yuan-ti
god Sseth.
A character who searches through the mud around
the statue and succeeds on a DC 15 Wisdom (Percep-
tion) check discovers a rotting sack and also digs up a
hostile swarm of insects (centiped es).
Treasure. The sack contains 550 gp.

GREEN STATUE
A character who succeeds on a DC 15 Intelligence (Reli-
gion) check recognizes this statue as another represen-
tation of Sseth.
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