Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. AUVRYNDAR WATCH POST


Ceiling. The ceiling and floor in this area are uneven,
the distance between them ranging from^20 to^40 feet.
Three natural columns of rock support the roof.
Scouts. Two female drow elite warriors (named Akora
and Danafay) are mounted on giant lizards near the
center of the cavern.
The drow attack at the first sign of intruders. Their
lizards are fitted with saddles, reins, and stirrups, and
have the Spider Climb trait (see the "Variant: Giant Liz-
ard Traits" sidebar in appendix A of the Monster Man-
ual). The drow take the lizards up the walls so they can
get a better look at the characters as they approach.
If the characters veer toward area 12 from here, Akora
and Danafay try to get there first to warn Shindreer.
Treasure. Each drow wears an obsidian scarab en-
graved with the insignia of House Auvryndar (25 gp).



  1. CLEARED- OUT CAVES


Troglodytes once lived here, but most of them were cap-
tured by drow or devoured by the behir and the trolls.


15A. FILTHY DEN
Once a troglodyte den, this 20-foot-high cave is strewn
with filth. Foul, oily secretions on the walls were left
there by the troglodytes.

1 5B. STONE 'TROLL
A mutated troll is searching through piles of troglodyte
filth for edibles. The troll looks normal but has a pecu-
liar trait. At the start of each of its turns, roll a d6. On a
1, the troll turns to stone and is petrified until the start
of its next turn. Casting a greater restoration spell on
the troll rids it of this magical malady.


15C. EMPTY NURSERY
The troglodytes once raised their young here, and the
floor is strewn with the bones of vermin.



  1. ARCH GATE TO LEVEL 7
    Embedded in the north wall of this 10-foot-high cave is
    a stone arch. Carved into its keystone is a picture of a
    hand clutching a lit torch. The arch is one of Halaster's
    magic gates (see "Gates," page 12). Its rules are
    as follows:



  • If a lit torch is brought within 5 feet of the arch, the
    gate opens for 1 minute.

  • 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 29 on level 7, in the closest unoccupied space
    next to the identical gate located there.


17. BEHIR LAIR
The floor of the behir's musty lair is covered with broken
bones that crunch underfoot. Creatures that walk on the
floor have disadvantage on Dexterity (Stealth) checks
made to move silently through these caves.

LEVEL II I TROGLODYTE WARRENS

17A. THE MAW
Rock Formations. Sharp-pointed stalagmites and sta-
lactites fill this 40-foot-high cave, giving it the appear-
ance of a toothy maw. Harmless bats flutter between
the stalactites.
Lightning Flashes. If the behir is in area 17c, sporadic
flashes of blue-white light appear in the tunnel leading
to that area, accompanied by a crackling noise.

17B. CRUSHED DROW
The half-eaten corpse of a recently slain male drow
leans against the stalagmite at the northern entrance
to this 30-foot-high cave. The drow's chest is caved in
where the behir stepped on it.

17 C. BEHIR
The behir lies in wait in this SO-foot-high cavern, its
muscled, serpentine body woven through the stalag-
mites. Scars are carved into its hide in the form of
arcane runes, placed there by Halaster. The runes
grant the behir the ability to use the following legend-
ary actions.

LEGENDARY ACTIONS
The behir can ta ke three legendary actions, choosing from
the options below. It can take only one legendary action at a
time and only at the end of another creature's turn. The behir
regains spent legendary actions at the start of its turn. Its spell-
casting ability is Charisma (spell save DC 13).
Lesser Magic. The behir casts color spray or sleep, requiring no
components.
Greater Magic (Costs 2 Actions). The behir casts invisibility or
misty step, requiring no components.

17D. HOARD OF THE BEHIR
This ledge stands 30 feet above the floor of area 17c
and 20 feet below the cavern roof. The behir has fash-
ioned a nest of bones here, decorated with gleaming
coins and gems.
Treasure. The behir's hoard includes 6,700 gp, 4,100
sp, a gold-and-onyx scorpion brooch (250 gp), a silver
music box of elven design (l,000 gp), and a dread helm.
A common wondrous item, the dread helm is a fearsome
steel helm that makes its wearer's eyes glow red.

AFTERMATH


Houses Auvryndar and Freth continue to send forces
to this level until their strongholds (on levels 10 and 12,
respectively) are destroyed. In addition to drow, adven-
turers could find themselves facing demons sent by the
drow to destroy the behir. Drow that succeed in killing
the behir take its treasure back to their stronghold.
If the characters eliminate the behir, neutralize the
trolls, and deal crippling blows to House Freth and
House Auvryndar on this level, the troglodytes grow in
strength and numbers. Even if the troglodytes are also
eliminated, new clans journey here from elsewhere in
Undermountain. Emboldened by their lack of enemies,
troglodytes that regain control of their former warrens
turn hostile toward all other creatures, regardless of any
past truces.
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