Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

Treasure. Orl's spellbook contains a drow mage's
normal spells, plus animate dead, hallucinatory terrain,
rope trick, and seeming.


9. CONTESTED CAVES


The drow of House Freth maintain a tenuous hold over
these caves. Their defenses are tested daily by troglo-
dytes, trolls, and infiltrators loyal to House Auvryndar.


9A. HIDDEN THREATS
Sentries. Two male drow elite warriors are hidden be-
hind a natural column of rock to the north.
Eater of Corpses. The cave is full of rotting corpses
(twenty troglodytes, nine drow, and five giant spiders).
At the midpoint of the cavern, a fat troll rendered per-
manently invisible by Halaster's magic is feasting on
one of the spider corpses.
The drow, Eilthymmar and Zaztorrl, serve House
Freth. They have been watching the invisible troll but
aren't sure what to make of it. They retreat to area 12
(through areas 9b, lOa, and lOb) if threatened.
Zaztorrl's loyalty to House Freth is shaky, the result
of a series of dull assignments that have left him feel-
ing underappreciated and scornful. If the characters
capture or corner him, he offers to lead them to House
Freth's fortress on level 12 in exchange for his freedom.
If he is treated with respect, Zaztorrl might befriend the
characters and help them in battle.
A successful dispel magic spell (DC 18) cast on the
troll renders it visible for 1 minute. The troll attacks any
creature it sees, but retreats to area lOa (through area
9d) the first time it takes acid or fire damage.

9B. DROW STAGING AREA
This 20-foot-high cavern is used as a staging area for
House Freth's raids into troglodyte territory. Six drow
loyal to House Freth (four females and two males) and
four shadow demons lurk here. The drow and their
demon allies are planning to soften up the troglodytes
in area 7a and are not expecting to face adventurers. If
four of the drow fall, the survivors use darkness spells
to cover their retreat to area 13.

9c. ROPER RUSE
The drow and the troglodytes avoid this cave because
they think a roper Jives here- but the creature is an illu-
sion created by Halaster.
Characters who can see into this dark cave observe
that the northernmost stalagmite has a single glaring
eye, a fang-filled mouth, and six waving tendrils. A de-
tect magic spell reveals an aura of illusion magic around
the stalagmite, and a successful DC 15 Intelligence
(Investigation) check confirms that the "roper" is a silent
illusion cast on an otherwise ordinary stalagmite. A suc-
cessful dispel magic spell (DC 15) cast on the stalagmite
ends the illusion, which doesn't attack or react to any-
thing. Any attack or effect that targets the roper ends up
targeting the stalagmite instead. The stalagmite has AC
17, 120 hit points, and immunity to poison and psychic
damage. A character who sees the roper take damage
can repeat the Intelligence (Investigation) check to dis-
cern that it's an illusion.

LEVEL 11 I TROGLODYTE W'ARRENS

9D. STALAGMITES
This 20-foot-high cavern contains a forest of stalagmites
and nothing else.


  1. TROLL TUNNELS
    The drow patrol these areas frequently, always on the
    lookout for the trolls that lurk here.


lOA. SINKHOLE
This 30-foot-high cave is filled with the echoes of water
dripping from stalactites, as well as the fluttering wings
of thirteen stirges that live in a 30-foot-deep sinkhole to
the west. The stirges attack anyone that disturbs them.

10B. MAIN ARTERY
A mutated troll feeds on a dismembered drow corpse in
this 10 -foot-high passage. The troll is a corpulent spec-
imen covered with green boils. Whenever it takes dam-
age, roll a d6. On a 5 or 6, one of the troll's boils bursts
open, releasing a swarm of insects (wasps) that fills
a random space within 5 feet of the troll. The swarm
acts on its own initiative count and attacks the nearest
creature that isn't a troll. If the troll is killed, it no longer
releases any swarms.


  1. FOREST OF STONE
    These 20 -foot-high caverns are filled with stalagmites,
    stalactites, and other rock formations, giving this area
    the appearance of a dense forest of stone.


llA. STANDING GATE TO LEVEL 8
Among the rock formations is a standing gate (see
"Gates," page 12) formed by a pair of 10-foot-tall
stalagmites carved to create the image of giant stone
snakes wrapped around them. The points of the stalag-
mites have been sawed off, and a lintel stone rests atop
them. Chiseled into the lintel stone are the words "DON
THE CRYSTAL CROWN" in Dwarvish. The rules of
this gate are as follows:


  • The gate opens for 1 minute if a creature wears King
    Melair's crystal crown (level 6, area lld) while stand-
    ing within 5 feet of it.

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

  • A creature that passes through the gate appears in
    area 18b on level 8, in the closest unoccupied space
    next to the gate located there.


llB. TROLLWARP CAVERN
Stalagmites. This 20 -foot-high cave contains ten sta-
lagmites that been twisted by Halaster's magic so that
each bears a passing resemblance to the Mad Mage:
an old wizard in a robe covered with lidless eyes, his
visage frozen in a mad scream.
Glowing Runes. Floating above each stalagmite is a
glowing rune.
A character who succeeds on a DC 15 Intelligence
(Arcana) check recognizes that the runes floating above
the stalagmites represent the school of transmutation.
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