Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

Hanging Corpses. Four mostly intact human corpses
are hanging from hooks mounted to the south wall. (A
secret door hidden behind one hanging corpse pulls
open to reveal a tunnel leading to area 25.)
Pneumatic Tubes. Attached to the north wall is a row of
thirteen copper pneumatic tubes. Empty copper canis-
ters rest on a shelf under the tubes.
The golems serve Wormriddle. If one goes berserk in
her presence, she tries to calm it. If the night hag isn't
present, the golems attack only if they're damaged.
Pneumatic Tubes. These tubes connect to various
other locations in Dweomercore. From left to right,
the tubes are labeled with their destinations: "Turbu-
lence" (area 8a), "Violence" (area 8b), "Ka rstis" (area
8c), "Yarek" (area 8d), "Spite" (area I la), "Skrianna"
(area 1lb), "Vacant" (area 11c), "Cephalossk" (area lld),
"Etan" (area 11e), "Nylas" (area llf), "Halaster" (area
!Sa), "Kitchen" (area 27a), and "Study Hall" (area 39).
Treasure. Buried beneath the rotting body parts in
the barrel is a wooden coffer with tiny air holes bored
in its sides. The coffer contains an ordinary frog that
spits out a gem of seeing the first time it's picked up by
a humanoid. The frog has no other special abilities but
seems pleased to be free of the grisly barrel.



  1. HALASTER SAYS WHAT?


Two inanimate, 9-foot-tall statues of the Mad Mage
stand in the corners of a widened section of this 10-foot-
high hallway. A creature that passes between the
statues causes a sound to erupt from one statue or the
other, or both. Roll a d8 and consult the Statue Sound
Effects table to determine what occurs.
Each statue is a Large object with AC 15,^50 hit
points, and immunity to poison and psychic damage. De-
stroying a statue doesn't stop sound from issuing from
its location until all its rubble is removed from the area.


STATUE SOUND EFFECTS
d8 Effect

2
3

4

5
6

One statue loudly breaks wind.
One statue counts down slowly from 10 to l.
Both statues say in unison, " BOOM-badda·
BOOM-badda!"
One statue says, "Don't forget to pick up your
participation trophy on the way out."
One statue says, "Give me an H!"
One statue asks, "Hey, have you seen my cat?"
7 One statue screams, "The call is coming from in-
side the mountain!"
8 One statue says, "Die!" as it casts a power word
kill spell targeting the creature that triggered the
sound effect.

25. SCHOOL SUPPLIES
Braziers. Roaring green flames erupt from a pair of
8-foot-tall stone braziers shaped like giant chalices.
The flames keep this 20-foot-high room hot, dry, and
lit. {The braziers are built over natural gas vents in the
floor and never go out.)

LEVEL 9 I DWEOMERCORE

Guards. Two spectators float 15 feet above the floor.
S upplies. Carved into the north wall are stone shelves
with blank spellbooks and stacks of parchment on
them. Mounted between the shelves are copper signs
embossed with the following words in Common: "Do
not remove supplies without Headmaster Blackcloak's
written consent."
Secret Door. A secret door opens into a dusty hall that
leads to area 23 c.
The spectators guard the supplies on the shelves and
use telepathy to warn intruders not to touch anything
without presenting a written note from the headmas-
ter. If such a note is presented, the spectators study it
closely; they can recognize a forgery with a successful
Wisdom (Perception) check contested by the forger's
Intelligence (Deception) check. If the spectators believe
the note is genuine, they'll permit the removal of one
spellbook and up to ten sheets of parchment. They at-
tack anyone caught trying to steal supplies.

TREASURE
The shelves contain thirteen blank spellbooks and three
hundred sheets of parchment. Each blank spellbook is
worth 50 gp, and each sheet of parchment is worth 1 sp.


  1. BEN T HALLWAY
    This 10-foot-high, 20-foot-wide hall is marred by an
    ancient excavation. At one point, drow sought to expand
    this level of the dungeon and set slaves to the task of
    hewing new passageways. The project was abandoned
    when Halaster and his apprentices pushed the drow out.


26A. SLAMMING DOORS
The first time the characters reach the midpoint of
this hall, they hear a double door slam shut, either to
the northeast (30 percent chance) or the southwest
(70 percent chance). The sound is a harmless illusory
regional effect created by Halaster (see "Ha laster's
Lair," page 311).

26B. ROUGH-HEWN TuNNELS
A cloaker recently infiltrated Dweomercore and has
taken up residence here. When it detects intruders, it
settles on the floor and assumes the guise of a dark, dis-
carded cloak, hoping to catch its prey by surprise.


  1. SCHOOL MEALS
    The real Halaster has bound two barbed devils to these
    chambers and tasks them with preparing meals for
    Dweomercore's students and faculty.
    Characters who examine the outermost doors (each
    marked with an asterisk on the map) notice thin silver
    tracery and glyphs around the exte rior door frames. A
    successful DC^20 Intelligence (Arcana) check reveals
    that the glyphs around each door prevent devils from
    passing through the doorway. Scratching away any of
    the glyphs breaks the magic on that door, enabling dev-
    ils to pass through it normally.


27A. KITCHEN
The kitchen is tidy and filled with spicy aromas and the
smell of charred food. It contains all the furnishings and
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