Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

The first time the adventurers defeat a particular an-
imated archmage statue, they receive XP for it as with
any creature defeated in combat. Subsequent victories
against that statue don't provide more XP, however.


TREASURE
Turbulence carries a soot-stained spellbook containing
all the spells she has prepared, plus the following: alter
self, cloud of daggers, hypnotic pattern, and wall of fire.



  1. lLLUSORYWALLS


This 10 -foot-high hallway is closed off to the west and
east by illusory walls. A detect magic spell reveals that
the walls are illusions without substance, and creatures
and objects can pass right through them. An illusory
wall can be removed with a successful dispel magic
spell (DC 14).



  1. GHOSTLY ADVENTURER


Apparition. At the east end of this hall, the faint appa-
rition of a human adventurer appears to be painstak-
ingly searching the walls for secret doors.
Walls. The walls bear mosaics that have been chipped
away and damaged beyond recognition or repair. The
wall to the west is illusory (see area 18).
Trophy Case. Between the doors leading to area^20
stands an empty wooden trophy case.
The apparition is a regional effect created by the Mad
Mage (see "Halaster's Lair," page 311). It resembles a
young human woman, dressed in well-worn adventur-
er's clothes. It can't be harmed, and it doesn't acknowl-
edge creatures or objects in any way.



  1. LECTURE HALL


This sloped lecture hall has a 15-foot-high ceiling and
the following features:


Light. Stone sconces protruding from the walls have
continual flame spells cast on them.
Benches. The northern half of the room contains raised
stone benches for students.
Dais. To the south, a large chalkboard is mounted above
a 5-foot-high stone dais. Drawn on the chalkboard are
three frog-like bipeds with wide, toothy smiles. They
are arranged in a triangular formation; the top one
is drawn in red chalk, the bottom left in blue, and the
bottom right in green.
Gurneys. Two stone gurneys are parked in the room.
Strapped to one table is the corpse of a quaggoth, its
chest burst open and entrails consumed. The other
table, draped in a floor-length black sheet, has a slaad
tadpole hidden under it (see "Slaad Tadpole" below).
Any character who studies the chalkboard drawings
and succeeds on a DC 15 Intelligence (Arcana) check
recognizes them as a red , blue, and green slaad. Yellow
chalk arrows point from the red slaad to the other two.
Next to each slaad are words written in Abyssal. Any
character who reads Abyssal can translate the words:



  • "Parent" is written next to the red slaad.

  • "Offspring of parent and host" is written next to the
    blue slaad.


LEVEL 9 I DWEOM ERCORE


  • "Offspring if host is spellcaster" is written next to the
    green slaad.


SLAAD TADPOLE
Wormriddle the night hag prepared a special demon-
stration for students by implanting a captured quaggoth
with a red slaad egg pellet. Unfortunately for her, the
slaad tadpole has hatched sooner than expected. The
night hag hasn't checked on her subject recently and
doesn't know the tadpole is loose. The tadpole attacks
the first humanoid that approaches within 5 feet of it.
Left alone, the tadpole grows into a blue slaad after
ld12 hours. Characters who enroll in the academy
might be tasked with eradicating it for Worm riddle.

These classrooms offer a more intimate learning envi-
ronment than the lecture hall.

21A. NORTH CLASSROOM
Chalkboard. A blank chalkboard mounted on the west
wall has a narrow stone shelf under it for catching
chalk dust. Niches under the chalkboard hold brushes
and sticks of colored chalk.
Desks. Facing the chalkboard are twelve desks, in three
rows of four. Each desk has cast-iron legs, a sculpted
copper seat, and a wooden writing surface gouged
with graffiti in various languages.
Hooks. The back wall has a row of stone hooks for
hanging cloaks.

21B. SOUTH CLASSROOM
This room is identical to area 2lb, except that someone
has hastily scrawled the following words on the chalk-
board in Common: "Wizards of Yore class canceled. Re-
search Ahghairon circa 1071 DR. Expect a quiz!"
Any character who succeeds on a DC^20 Intelligence
(History) check recalls that 1071 DR, the Year of Lion's
Roars, was the year in which the archmage Ahghairon,
first Lord ofWaterdeep, created magic wards to protect
his city against marauding dragons.


  1. POTION BREWERY
    Odor. This chamber reeks of chemical admixtures.
    Furnishings. Arranged in the northern half of the room
    are a dozen fat stone cauldrons and cupboards full of
    ingredients in jars.
    Stone Basin. The southern half of the room is taken
    up by a 20-foot-wide, 5-foot-deep, bowl-shaped stone
    basin enclosed by a 3-foot-high retaining wall. Filling
    the basin is a toxic brew containing two poison weirds
    (see "Toxic Brew" below).
    The cauldrons are used by students for brewing po-
    tions. A valve at the base of each cauldron opens a nat-
    ural gas vent underneath it, and a flint pedal ignites the
    gas to heat the cauldron.
    The cupboards contain nearly five hundred jars of in-
    gredients used to brew common and uncommon magic
    potions, as well as other alchemical concoctions. Each
    jar is labeled in Abyssal. The ingredients are inert and
    not particularly valuable on their own.

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