Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
29B. WRAITH THIS WAY
This room is deathly cold and contains the following:
Undead. A wraith and three specters haunt the room.
They attack all living creatures that enter.
Corpses. Lying on the dusty floor amid pieces of broken
furniture are three dead drow, their bodies shriveled.
Fireplace. A massive fireplace dominates the east wall.
(Its 5-foot-wide chimney climbs vertically for 30 feet,
then ends abruptly, having caved in long ago.)
Portrait ofHalaster. Hanging crookedly above the
fireplace is a 7-foot-tall, 5-foot-wide framed portrait
showing the back of Ha laster's head: a mass of gray
hair (see "Painting Trap" below).
The wraith is all that remains of an evil adventurer
who was disintegrated by Halaster in this room long
ago. It speaks Common and Undercommon but doesn't
have much to say to the living.
The wraith killed the three drow (two females and one
male) and turned their spirits into specters. Each drow
corpse wears a chain shirt, clutches a shortsword, and
packs a hand crossbow with ld20 bolts.
Painting Trap. A detect magic spell reveals an aura
of necromancy magic around the painting. If anyone
straightens the picture or otherwise tampers with it, the
image of Halaster magically turns, revealing a withered
skull face wearing a grin so horrifying that any creature
looking at it must make a DC 15 Constitution saving
throw; on a failed save, the creature drops to 0 hit points
and is dying. After revealing its ghastly visage, the skull-
faced Halaster then turns back around so that only its
hair is visible once more. Once this trap triggers, the
painting becomes nonmagical and harmless.

29C. COLLAPSED TUNNEL
This tunnel connected to area 23 before earth tremors
triggered a collapse. Characters who search the rubble
at the end of the tunnel find a mostly buried dwarf skele-
ton with shiny gauntlets and a rusty warhammer.
Treasure. The dwarf was an adventurer who was
killed when the ceiling collapsed on her over a hundred
years ago. Her gauntlets have no dents and show no
signs of corrosion. An identify spell or similar magic re-
veals that they are gauntlets of ogre power.



  1. NATURAL CAVERN ~~~~
    House Auvryndar keeps a large force stationed here in
    case the forces of House Freth launch an attack from
    level 11. This cavern provides most of the food that sus-
    tains House Auvryndar's troops, making it vital to the
    house's survival in Undermountain.
    The main cavern (area 30a) has a 40-foot-high ledge
    to the north (area 30b) with a secret staircase con-
    necting them.


30A. MAIN CAVERN

Roof. The cavern's roof is 80 feet high and festooned
with dripping stalactites.
Monsters. Patrolling the cavern are four drow elite
warriors (two females named Mizreen Abbath and
Shynzal Tlin'orzza, and two males named K'yorl


LEVEL 10 I MUIRAL'S GAUNTLET


Tanor'thal and Rross Hylarn) mounted on giant liz-
ards, five giant flying spiders (see below), and eight
troglodytes split1nto two groups of four.
River. Water pours in from the south, feeding a swift
river that winds northwest for several hundred yards
before plunging into the Underdark. The river is 5
feet deep but deepens to 10 feet as it exits the cavern.
Fungi and moss grow on both riverbanks.
Fungi. The soft, peaty floor gives rise to a fungi forest
that includes 40-foot-tall zurkhwood mushrooms (as
well as the occasional stump).
The drow treat their lizard mounts as prized pets.
These docile reptiles have saddles, reins, stirrups, sad-
dlebags, and the Spider Climb trait (see the "Variant:
Giant Lizard Traits" sidebar in appendix A of the Mon-
ster Manual).
The flying spiders are giant spiders that have wings

and a flying speed of (^40) feet. They zip around the
cavern and build web nests in the caps of zurkhwood
mushrooms.
The drow cut down zurkhwood when they need to
build furniture or rafts, while gardens of barrelstalk
and trillimac provide food, water, and parchment (see
"Fungi," page 59, for more information on barrel-
stalk, trillimac, and zurkhwood).
The stinky troglodytes answer to Gorzil in area 30b.
They wear breastplates and wield longswords (see "Gor-
zil's Gang," page 136).
30B. HIGH LEDGE
This ledge is 40 feet higher than the floor of area 30a. A
staircase carved into the north wall climbs to area llf.
Stationed atop the ledge is a drow mage named
Nhilisstra Argonrae, who commands a force of seven
drow (two females named Vliss and Yereth, and five
males named Chabbris, Dulorrn, Fral, Helxryn, and
Tra'zorrl) and six troglodytes, including the troglodyte
leader, Gorzil (who has 20 hit points). Gorzil hates
Nhilisstra and tries to kill her if he thinks he can get
away with it. The troglodytes wear breastplates and
wield longswords (see "Gorzil's Gang," page 136).
Nhilisstra is charged with defending the ledge against
incursions by Muiral, but she also helps defend the main
cavern if it comes under attack. If that happens, she
sends the troglodytes into melee combat while she and
the drow attack at range.


AFTERMATH


If Muiral survives and the forces of House Auvryndar
are routed, he animates the corpses of any dead drow
and troglodytes he finds, then scatters these zombies
and ghouls throughout the level.
As tong as Vlonwelv lives, House Auvryndar con-
tinues to gain footholds throughout Undermountain.
Vlonwelv's death, on the other hand, throws House
Auvryndar into chaos as allied houses withdraw their
support and align with House Freth. After securing level
11, House Freth begins a s low, steady push into Muiral's
Gauntlet, putting Muiral and visiting adventurers at
odds with the drow once more.
Free download pdf