Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. COLLAPSED AREAS


A tremor caused a collapse in this section of the dun-
geon, wrecking two rooms (areas 24a and 24c) and cre-
ating a small maze of tunnels (area 24b).


24A. GUARD POST
A foul stench wafts through the double door, which
stands ajar. This partially collapsed room is empty
except for piles of rubble and six troglodytes wielding
longswords and wearing breastplates (see "Gorzil's
Gang," page 136). The troglodytes attack anything that
isn't a troglodyte or a drow. If the adventuring party in-
cludes one or more drow characters or NPCs, the troglo-
dytes bow their heads and wait for new orders, obeying
any command from a drow that isn't clearly suicidal.


24B. TuNNELS
These naturally formed tunnels wind through collapsed
rooms and hallways. The walls are composed of jagged
stones, and the floor throughout is silty and wet.

24c. MORGUE
A foul stench wafts through the double door, which
stands ajar. Piled near the tunnels at the back of the
room are the stripped corpses of eight drow and sixteen
troglodytes in varying stages of decay. Feasting on the
remains are seven drow ghouls that were created by
Vlonwelv to devour the dead. The ghouls retreat into the
back tunnels when one or more drow enter the room. If
a drow is not among those who enter, the ghouls attack.


  1. AUVRYNDAR HALL
    This hall was once a market where the drow kept and
    sold slaves. It now serves as House Auvryndar's main
    military stronghold in Undermountain. IfVlonwelv
    Auvryndar is here, the drow priestess is seated on the
    throne in the southern alcove (area 25b), listening tote-
    dious reports of the battles waging against House Freth.


25A. HALL OF THE DARK SELDARINE
Any character who tries to sneak into this room must
succeed on a DC 13 Dexterity (Stealth) check, made
with disadvantage due to the large number of guards.
Fountain. The centerpiece of this immense, 80-foot-
high room is a 60-foot-diameter fountain adorned with
eight statues that represent the Dark Seldarine (the
drow pantheon). Cracked tiles fanning out from the
fountain form a web-like mosaic on the floor.
Guards. Fifteen drow guards are scattered throughout
the room. They defend this chamber to the death.
Giant Lizards. Two giant lizards fitted with saddles,
reins, and stirrups are parked in the southeast corner.
These docile reptiles are used as mounts by the drow
scouts in area 25b and have the Spider Climb trait
(see the "Variant: Giant Lizard Traits" sidebar in ap-
pendix A of the Monster Manual).
Slave Pen. A stone enclosure in the northwest cor-
ner serves as a s lave pen. Band music emanates
from within.
The fountain is fed by a natural spring and provides
the drow with a virtually endless supply of fresh water.

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The statues stand atop stone plinths above the water,
facing outward. Starting with the northernmost one
and moving clockwise, the statues represent Eilistraee
(god of beauty, dance, and the hunt), Malyk (god of wild
magic), Kiaransalee (god of undeath), Ghaunadaur (god
of oozes, slimes, and all things subterranean), Zinzer-
ena (god of assassins), Vhaeraun (god of thieves), Lolth
(the Demon Queen of Spiders and mother of the Dark
Seldarine) in her drow form, and Selvetarm (god of war
and warriors).
This 40-foot-square slave pen has 20-foot-high walls
of smooth stone. Instead of a roof, it has a 5-foot-thick
covering of sticky webs. The webs provide an effective
barrier, and any creature that enters the webs or starts
its turn in them is restrained. A restrained creature can
use its action to try to pull itself out of the webs, doing
so with a successful DC 12 Strength (Athletics) or Dex-
terity (Acrobatics) check. Each 10-foot-square section of
webs has AC 10 , 10 hit points, vulnerability to fire, and
immunity to bludgeoning, piercing, and psychic damage.
A sturdy iron-barred gate set into the east wall is held
shut with an arcane lock spell that only drow can ignore.
Forcing the gate open requires a successful DC 25
Strength (Athletics) check.
The slave pen is lined with straw. It contains a halfting
musical quintet that the drow kidnapped just outside the
town of Daggerford. The performers call themselves the
Sing-Alongs, and they're quite good. Vlonwelv makes
sure that they're fed and treated well; in exchange, they
fill her hall with music. The members and their instru-
ments are Peeta Brightmoon (drum), Kevin Gladriver

LEVEL 10 I MUJRAL'S GAUNTLET
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