Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. MUIRAL'S LABORATORY


Muiral conducts arcane experiments in this corner of
the complex.


4A. DISEMBODIED VOICE
IfVlonwelv is still alive, the characters hear her disem-
bodied voice when they enter this chamber for the first
time (see "Vlonwelv's Pulpit," page 138 ).


4B. LABORATORY


Bones. Bones of unrecognizable creatures (the remains
of Muiral's failed experiments) lie piled in the corners
of the room. Hidden under these bone heaps are eight
ghouls , two in each pile.
Equipment. Rusted operating tools and dried-up alche-
mist's supplies (no longer potent) cover five wooden
trestle tables in the middle of the room.
Mirror. A tall oval mirror in an engraved stone frame
hangs in the center of the north wall.
Pneumatic Tube. Fastened to the west wall is a copper
tube that disappears into the ceiling. A copper canis-
ter lies on the floor beneath it.
Muiral made the ghouls using the corpses of adven-
turers and drow. The ghouls burst forth and attack if
creatures other than Muiral search the room.
The pneumatic tube attached to the west wall con-
nects to a tube system (see "Pneumatic Tubes," page
118 ) and allows messages to be sent in copper can-
isters to area 15a on level 9. The canister lying on the
floor contains a missive addressed to Muiral and signed
with an H. The message, which is written in Common
on a rolled-up sheet of parchment, invites Muiral to be a
guest lecturer at Dweomercore (level 9).
Mirror Gate to Level 6. The mirror is one of
Ha laster's magic gates (see "Gates," page 12). Carved
into its frame are dozens of lidless eyes and the follow-
ing phrase in Common: "The gate cannot hide from
those it cannot see." The rules of the gate a re as follows:



  • The gate opens for 1 minute when an invisible crea-
    ture stands directly in front of the mirror.

  • Characters must be 9th level or higher to pass through
    this gate (see "Jhesiyra Kestellharp," page 10). The
    first creature to pass through the gate triggers an el-
    der rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 16 on level 6, in the closest unoccupied space
    next to the identical gate located there.



  1. DILAPIDATED ROOMS
    These rooms have sagging floors and ceilings, their
    walls covered with cracked and peeling wallpaper.


5A. DINING HALL
Furnish ings. Three 20-foot-long tables carved from
black stone stretch from west to east. Around each
table sit a dozen cast-iron chairs sculpted with web
and spider motifs.
Smashed Cabinet. Against the nor th wall, near the dou-
ble door to area Sb, is a pile of wreckage that was once
an ornate cabinet fashioned from black wood.

Treasure. Characters who search the wrecked cabi-
net find fifty pieces of silverware tarnished black with
age. If cleaned, each piece can be sold for 1 gp.

5B. KITCHEN
Floating Ite ms. Three battered wooden worktables, sev-
eral rusty utensils, the splintered fragments of several
wooden cabinets, a nd a particularly sturdy broom float
about the room, as though weightless.
Fireplace. An immense stone fireplace protrudes from
the west wall.
Well. An alcove in the north wall contains a 12-foot-di-
ameter open well. (The well shaft descends^90 feet
to an underground stream that provides no access to
other locations in Undermountain.)
Magic caused all the kitchen's accoutrements to take
flight and crash into one another. The surviving objects
continue to float, doing so even if removed from the
room. It takes almost no effort to move them, and they
sink to the floor under 1 pound or more of additional
weight. A successful dispel magic (DC 17) cast on a
floating object ends the magic on it, causing it to fall.
The fireplace's 5-foot-wide chimney climbs vertically
for 30 feet, then ends abruptly. The rest of it caved
in long ago.
The well s haft has abundant handholds and requires
a successful DC^10 Strength (Athletics) check to scale
without gear or magic.

5C. PANTRY
Cabinets. Three tall cabinets of dark wood stand
against the walls. Their glass doors sport web motifs.
Table. A stone table in the middle of the room is covered
with adventuring gear.
Chest. Underneath the table is a brass-locked wooden
chest rigged with a trap.
The gear on the table can be assembled into one bur-
glar's pack and one explorer's pack, lacking the rations.
Treasure. Casting detect magic reveals an aura of
abjuration magic around the chest, which is actually a
chest of preserving. This common wondrous item has
the following magical property: food and other per-
ishable items do not age or decay while inside it. The
chest is 2'h feet long, 1 'h feet wide, and 1 foot tall with a
half-barrel lid. It weighs 25 pounds. Muiral carries the
key that unlocks this chest. The lock can be picked with
thieves' tools and a s uccessful DC 15 Dexterity check.
Smashing the lock or any other part of the chest renders
it nonmagical.
The chest has compartments that contain five flasks of
alchemist's fire, plus the following material components
(for the indicated spells): a vial of blood, a strip of flesh,
and a pinch of bone dust (animate dead); a clay pot of
grave dirt, a clay pot of brackish water, and three^150 gp
black onyx gemstones (create undead); a sliver of wych-
wood (dancing lights); a pouch of lime, a flask of water,
and a pouch of earth (flesh to stone); a patch of wolf fur
and a glass rod (lightning bolt); a caterpillar cocoon
(polymorph); pouches of talc and powdered silver (see
invisibility); a vial of bitumen and a live s pider (spider
climb); and a pouch of gemstone powder (wall of force).

LEVEL 10 J MUTRAL'S GAUNTLET
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