Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. STUDENT DORMITORIES


Each room contains identical furnishings:


Pneumatic Tubes. A row of five pneumatic tubes is at-
tached to one wall. These tubes are labeled with their
destinations and connect to the reading niche (area 6),
the headmaster's office (area 15a), Wormriddle's work-
shop (area 23c), the kitchen (area 27a), and the study
hall (area 39).
Bed and Footlocker. Against the far wall rests a plain
bed and an iron-banded footlocker with a sturdy
padlock that can be picked by using thieves' tools
and making a successful DC 20 Dexterity check. (If
a room is vacant, its key is in the lock; otherwise, a
room's key is in the possession of the room's resident.)
Desk. A plain desk contains quill pens, jars of ink, blank
scrolls, notes, notebooks, and ld6 empty copper scroll
canisters designed to fit inside the pneumatic tubes.
Hanging on the wall above the desk is a framed por-
trait of Halaster. (The portraits in different rooms have
different expressions.)


8A. TURBULENCE'S ROOM
A small hole has been bored through the east wall, en-
abling Turbulence to converse with her sister in area 8b
while the two are in their quarters.
Treasure. Turbulence's footlocker contains a set of
traveler's clothes and a pentacle-shaped bloodstone am-
ulet (125 gp).


8B. VIOLENCE'S ROOM
A small hole has been bored through the west wall,
enabling Violence to converse with her sister in area 8a
while the two are in their quarters. Violence has drawn
a large, sweeping black mustache on the portrait of
Halaster above her desk.
Treasure. Violence's footlocker contains a set of
traveler's clothes, a red leather pouch containing 75 gp,
and a spellbook stolen from Yarek's room (area 8d). The
book contains these spells: cloud of daggers, conjure el-
emental, darkvision, fog cloud, grease, gust of wind, Leo-
mund's tiny hut, magic missile, Mordenkainen's faithful
hound, sending, stinking cloud, and unseen servant.


8c. KARSTIS's ROOM
This room is set aside for a student named Karstis,
whom characters might have encountered on level 8.
If he fled Slitherswamp, Karstis is lying in his bed and
reading his spellbook (assuming he still has it). The
room is unoccupied otherwise.


8D. YAREK^1 S ROOM
Yarek was the student responsible for releasing the bone
devil in area 47. His room hasn't been cleaned out since
his demise.
After Yarek died, the Horned Sisters picked through
his footlocker and took anything they considered valu-
able. They left behind a crystal wand (an arcane focus
worth 10 gp), a set of fine clothes, and a small, auto-
graphed painting of a suave, dark-haired human wizard
with a dove perched on his shoulder. The picture is in-
scribed, "Yarek- Have a magical day! Your friend, Jim."


LEVEL 9 I DWEOMERCORE


  1. REFUSE PIT
    A trashy odor fills this room. A 30-foot-long, 10 -foot-
    wide, 60 -foot-deep pit in the middle of the floor is filled
    with refuse and failed experiments to a depth of 10 feet.
    The chemical mixture has spawned a toxic slime.
    Any creature knocked into the pit falls 60 feet onto the
    soft pile of trash, taking ld4 bludgeoning damage per
    10 feet fallen. In addition, a creature that lands in the
    toxic slime takes 10 (3d6) poison damage at the start of
    each of its turns until the slime is washed off with water
    or alcohol. A character can determine how to clean off
    the slime with a successful DC 10 Intelligence (Na-
    ture) check.

  2. WHERE'S HALASTER?
    This room is empty except for an enormous red velvet
    curtain that covers the northwest wall. A pull-rope on
    one side of the curtain allows it to be drawn back. Hang-
    ing on the wall behind the curtain are fifteen paintings,
    each one 5 feet long and 3 feet tall, arranged in three
    rows of five.
    Each painting depicts a graduating class of dour-faced
    Dweomercore wizards. Most of the older paintings show
    the students as skeletons- signifying which graduating
    students have died. Careful examination reveals that
    Halaster appears in every class picture except the center
    portrait in the middle row. Removing that painting from
    the wall triggers an elder rune hidden behind it (see "El-
    der Runes," page 12). Determine the rune with a ran-
    dom draw from the Elder Runes Deck (see appendix B).

  3. STUDENT DORMITORIES
    Each room contains identical furnishings:
    Pneumatic Tubes. A row of five pneumatic tubes is
    attached to one wall. These tubes connect to the read-
    ing niche (area 6), the headmaster's office (area 15a),
    Wormriddle's workshop (area 23c), the kitchen (area
    27a), and the study hall (area 39).
    Bed , Dresser, and Chest. Against the far wall rests a
    comfortable bed, a handsome dresser, and a claw-
    footed iron chest with an arcane lock spell cast on it
    (keyed to the student assigned to the room). A creature
    can force open the magically locked chest with a suc-
    cessful DC 25 Strength (Athletics) check.
    Desk. A beautiful rolltop desk contains quill pens, jars
    of ink, blank scrolls, notes, notebooks, and ld6 empty
    copper scroll canisters designed to fit inside the pneu-
    matic tubes. Hanging on the wall above the desk is a
    framed portrait of Halaster. (The portraits in different
    rooms have different expressions.)


llA. SPITE'S ROOM
Spite Harrowdale and his oni bodyguard share this
room. Spite has taken the precaution of casting a glyph
of warding spell on the door frame, set to trigger if any-
one other than he or Dumara crosses the threshold.
The glyph can't be seen from outside the room. It erupts
with magical energy that fills a 20-foot-radius sphere
centered on it. Each creature in the area must make a
DC 17 Dexterity saving throw, taking 45 (10d8) thunder
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