Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
A detect magic spell reveals an aura of transmutation
magic around each stalagmite. The runes' magic poses
no danger to adventurers, but it causes weird, perma-
nent transformations in any troll that lingers in this
area. (For example, a troll might sprout an extra head or
tentacles, or gain some kind of magical ability or aura.)
Casting dispel magic on a rune causes it to vanish-and
makes the stalagmite below it explode. Each creature
within 20 feet of an exploding stalagmite must make a
DC 15 Dexterity saving throw, taking 22 (4d10) blud-
geoning damage on a failed save, or half as much dam-
age on a successful one.
If the characters linger here, a magical gate might
open just long enough to expel ld4 + 2 trolls and an
equal number of chickens. The trolls immediately chase
the chickens-or any other visible food source.


  1. DROW BATTLE
    Characters who approach this 50 -foot-high cavern for
    the first time hear the sounds of battle ahead.
    Demons. In the narrower section between the north
    and south halves of the cavern, two ch asmes fight a
    hezrou. All three demons are glowing.
    Drow. Two opposing groups of drow are peppering one
    another with spells and crossbow bolts, ignoring the
    demons. Ten drow spread out north of the demons.
    Sixteen drow stand south of the demons.
    Corpses. The bodies of fifty drow and twenty troglo-
    dytes litter the battlefield amid pools of demon ichor.
    Their gear is unsalvageable.
    The cavern is the site of a heated battle between
    House Freth (to the north) and House Auvryndar (to the
    south). House Freth's forces are nine male drow led by a
    male drow m a ge named Spirreth Dalambra. The forces
    of House Auvryndar are fifteen drow (twelve females
    and three males) led by a female drow pries tess of
    Lolth named Shindreer Argonrae.
    The chasm es are agents of House Freth, while the
    hezrou is a servant of House Auvryndar. All three de-
    mons are outlined with faerie fire spells cast on them by
    drow of the opposing side.
    Characters who side with one drow house become the
    focus of the opposing house's wrath. If the characters
    side with the house that wins, the leader of the victori-
    ous drow parleys with them to find out what they expect
    in return (see below). If the characters end up on the
    losing side, the drow show them no mercy.
    If the characters stay out of the fight, the forces on
    both sides dwindle slowly until the hezrou finally defeats
    the chasmes. The drow mage, Spirreth, escapes using
    greater invisibility, leaving his forces to die fighting the
    hezrou. He has expended all his spell slots and must
    drink a potion (see "Treasure" below) to restore his
    lost hit points. If he escapes, Spirreth tries to hide and
    rest in area 13. The hezrou has 72 hit points remaining
    at the end of the fight, and Shindreer has cast none
    of her spells. She uses her healing magic to return
    the demon to full health as quickly as possible. House
    Auvryndar's surviving fighting force consists of s ix fe-
    male d row, which are healed by Shindreer's mass cure
    wounds spell.


SPIRRETH DALAMBRA
Spirreth found himself forced to assume command of
House Freth's dwindling forces on this level after his su-
perior, Beranica Freth, was killed by demons. Spirreth's
job was to protect and serve Beranica. Now he faces the
unwelcome task of reporting her death to her older sis-
ter, Erelal Freth, on level 12.
If the characters help Spirreth overcome the forces of
House Auvryndar, or if they corner and capture him, he
slyly offers to facilitate an audience with Erelal Freth,
commander of the House Freth fortress on level 12.
Spirreth declares that Erelal will want to reward them
for their heroism or trade for his safe release. But the
drow mage's offer is merely a desperate ploy to please
his superiors, which characters can ascertain with a
successful Wisdom (Insight) check contested by his
Charisma (Deception) check. Spirreth is actually hoping
to deliver the characters to Erelal Freth, then pass them
off as Beranica's murderers.
Treas ure. Spirreth's spellbook contains all the spells
he has prepared, plus crown of madness, fear, Melf's
acid arrow, and sending. Fastened to his cloak is an
obsidian scarab engraved with the insignia of House
Freth (25 gp). In a special pouch on his belt, he carries a
potion of supreme healing in a clear crystal vial (5 gp).

SHINDREER ARGONRAE
Shindreer is a powerful member of her small drow
house, and she has pledged its strength to the larger
cause of House Auvryndar. She also considers Vlonwelv
Auvryndar her mortal enemy, however, and has plans
to depose her-thus reversing the relationship of fealty
between Houses Auvryndar and Argonrae.
Fully aware of her rival's ambitions, Vlonwelv ordered
Shindreer to the front lines in the mounting conflict
against House Freth. Vlonwelv was counting on House
Freth to take care of Shindreer for her, but Shindreer
has proven harder to kill than Vlonwelv anticipated.
If the characters killed Vlonwelv on level 10 and they
share this information with Shindreer, she becomes
enraged that they deprived her of that pleasure and at-
tacks them.
Treasure. Shindreer wears spider silk gloves with
bloodstones sewn into them (750 gp for the pair) and a
silver holy symbol of Lolth (25 gp). Worked into the han-
dle of her scourge is an obsidian scarab engraved with
the insignia of House Argonrae (25 gp).

13. FRETH REFUGE
Thick web curtains are strung between the stalactites
and stalagmites that fill this 30-foot-high cavern. Unless
they are cut down or burned away, the webs create a ver-
itable maze, reducing visibility in the cavern to 10 feet.
They also catch bats, lizards, and stirges, many of which
are still alive and squawking.
At the north end of the cavern, hidden behind a stalag-
mite, is a cache of supplies left here by drow scouts of
House Freth. The supplies include a cask of mushroom
wine, 20 days of rations (dry meat and moss) in a satchel
made of lizard skin, and a sealed gourd containing 20
applications of drow poison (see "Poisons" in chapter 8
of the Dungeon Master's Guide).

LEVEL ll I TROGLODYTE WARRENS
157
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