Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. RAINFALL CAVERNS


Water pours from the ceiling of these 20-foot-high caves
like a heavy rain. Consequently, creatures in this area
have disadvantage on Wisdom (Perception) checks that
rely on sight or sound.

IOA. VENOM POOL
This cavern is flooded to a depth of 4 feet. The water
glows green around an emerald that lies on the floor
in the middle of the cavern. This gemstone has been
blessed by Sseth, such that it turns the water around it
to poison. Any creature that starts its turn in the water
must make a DC 12 Constitution saving throw, taking
11 (2d10) poison damage on a failed save, or half as
much damage on a successful one. Water that leaves
the cavern is no longer poisonous, and the water in the
cavern ceases to be poisonous once the emerald is re-
moved from it.
Treasure. The flawed emerald loses its magic if taken
from the area and is worth^250 gp.


lOB. HISSING STONE
In the middle of this cavern, a large stone rises above
the 3-foot-deep water and magically emits a soft hissing
sound. The natural pattern of the stone vaguely resem-
bles a swarm of snakes.
A character who touches the stone hears a sibilant
whisper asking that individual to ask a question aloud. If
the character does so, the voice answers as if the char-
acter had cast the augury spell. Once the stone is used
in this way, it cannot be used again until the next dawn.


  1. WATCH POST
    This area is guarded by thralls of the Ssethian Scourges
    against possible attack from the Blacktongues.


llA. FLOODED CAVE
This 20-foot-high cavern is flooded with muddy water to
a depth of 3 feet. The drow in area l lb attack intruders
they spot moving through this cave.

llB. WATCHERS IN THE DARK
Dry land rises gently out of the water to create a broad
ledge dotted with 4-foot-high piles of loose rocks. Two
drow elite warriors, a female named Dirzanna Freth
and a male named Arachnafein Zaphrorzza, hide behind
the rocks. These drow are under the effect of the spirit
nagas' rod of rulership and move to the swamp's edge to
attack intruders detected in area^1 la. If enemies close to
melee range, the drow switch to melee weapons.
If one drow elite warrior falls in battle, the other tries
to flee to area 13 and alert the creatures there. The drow
have orders from the spirit nagas to capture intruders
if possible, meaning that any character reduced to^0 hit
points by a drow's melee weapon attack is knocked un-
conscious. Characters captured by the drow are brought
before the nagas in area 15.
If and when the charmed condition on them ends, Dir-
zanna and Arachnafein make their way to House Freth's
base on level 12.



  1. FISHERY


    This small cave has a 10-foot-high ceiling and contains a
    20-foot-deep pool with a crevasse at the bottom, through
    which cold water bubbles up from a natural spring. The
    thralls of the Ssethian Scourges use the sightless cave
    fish that swim here as a source of food.



  2. DETENTION CAVE
    A male drow elite warrior named Xirk Dezpeti'il is
    chained to one of three sets of manacles that hang from
    the west wall. The nagas use the manacles to bind crea-
    tures that resist the magic of tfteir rod of rulership.
    A sometime adventurer and u111:epentant ne'er-do-
    well who pledges alliance to no one, Xirk is willing to
    trade information about the surrounding caves or the
    thralls' routine in exchange for freedom to return to the
    Underdark. If he is freed, he avoids combat and is not
    above stealing from his benefactors.

  3. FUNGAL FARM
    Two tunnels lead into this damp, 10 -foot-high cavern,
    which contains the following features:
    Spores. A perpetual haze of spores fills the air, making
    the area lightly obscured.
    Fungi. Small fungi are planted in neat rows and are
    used as a fast-growing food crop. A pile of gardening
    tools lies by the west tunnel entrance.


15. LAIR OF THE SPIRIT NAGAS
All the caves of area^15 are either dry or have their
floors covered with 1 foot of muddy water.
An alarm raised in any of these areas attracts all
nearby creatures: the spirit nagas in area lSc, as well as
their thralls in areas llb, 15c, and lSf. The spirit nagas
and their thralls avoid killing humanoid intruders if they
can. Prisoners who can't be enslaved are thrown into
the arena (area 15a) without their weapons and forced to
fight to the death against the nagas' thralls.

1 5A. ARENA
The Ssethian Scourges sometimes have their thralls
fight captives for their amusement. This 40-foot-high
cave has the following features:
Ledge. A slope of dry land rises from a few inches above
the water to a 20-foot-high ledge at area lSb.
Weapons. Shattered and abandoned weapons lie in the
wet muck. (Characters forced to fight here can easily
recover serviceable melee weapons from the muck
and detritus.)

l5B. NAGA THRONES
The north side of the ledge drops away^20 feet to the
arena floor (area 15a). Two fiat stones command a view
of the arena and are used as thrones by the nagas.

15c. STEAMY DEN
This cramped, steam-filled cave contains the following:
Duergar Thrall. Agorra Duskaxe, a female duergar,
stands guard just inside the entrance.

LEVl::L 8 I Sl.ITHERSWAMP
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