Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

28A. WEST CHAMBER
Two bugbears stand guard in this empty room. When
confronted by any threat, they retreat along the curved
northern tunnel to area 28c, gather reinforcements, and
make their stand in area 28b.
Secre t Door. A secret door in the north wall opens
into a tunnel leading north. The watch post defenders
are unaware of it.


28B. OBELISK OF THE EYE
Obelisk. In the north end of this room stands a 14-foot-
tall granite obelisk with a lidless eye carved near its
top on the south-facing side. The bottom half of the
obelisk is covered with dirty, bloody handprints.
Alcoves. Wide alcoves surround the obelisk to the west,
north, and east. They contain a dozen goblin beds
made of bundled rugs and torn fabric. (The beds have
nothing of value.)
A detect magic spell reveals a faint aura of divination
magic surrounding the obelisk, and the goblinoids be-
lieve (incorrectly) that Xanathar can see through the
obelisk's eye to keep watch on them.
The first character to touch the obelisk with a bare
hand receives the following telepathic message in Com-
mon: "I cast my eye into the future and see in yours a
perilous descent. South of here, beyond a secret pas-
sage, waits the Two-Headed King. Look to his left. There
you will see the path you are destined to take." These
words seem to emanate from within the obelisk and are
meant to sound soothing, but a character who hears the
words can discern a hint of subdued madness in them
with a successful DC^15 Wisdom (Insight) check. (The
obelisk was created by Halaster and sounds just like
him.) The obelisk's "vision" refers to the secret passage
at area 38, the two-headed statue in area 39a, and the
stairs west of the statue that lead down to level 2.
Casting dispel magic on the obelisk renders it non-
functional. Toppling the obelisk requires a successful
DC 25 Strength (Athletics) check and causes it to break
into myriad pieces on the floor.

28C. EAST CHAMBER
Goblins. Unless they are led elsewhere, six goblins
cower behind broken halves of a stone table tipped on
its side. (They peer around the table's edges with their
bows aimed at the rough-hewn tunnel leading east.)
Corpses. Lying on the floor between the goblins and the
tunnel are two dead goblins (one headless) and a dead
grick, riddled with goblin arrows.
Secret Door. A secret door in the north wall opens into
a tunnel leading north and east. The watch post de-
fenders are unaware of it.
The goblins have orders to kill any gricks that emerge
from the eastern tunnel. Having lost several of their
companions to the gricks in area 36, the goblins are jit-
tery and afraid for their lives.

28D. CONCEALED SPIKED PIT
The 10-foot-square section of floor at the end of this
tunnel doubles as the lid of a 30-foot-deep pit with stone
spikes at the bottom. Any creature weighing^50 pounds

or more that stands on the lid falls into the pit as the lid
swings open, taking 10 (3d6) bludgeoning damage from
the fall and 11 (2d10) piercing damage from the spikes.
The lid remains open for 1 hour, then automatically
snaps shut as the trap resets.
A character searching the tunnel for traps spots the
pit with a successful DC 15 Wisdom (Perception) check.
Hammering spikes between the edges of the lid and the
surrounding walls keeps the pit from opening.
Dead Goblin. A dead goblin is impaled through the
head by a spike at the bottom of the pit. Its gear lies
nearby. A scimitar, a shortbow, and a quiver with^9 ar-
rows lie near the goblin's impaled corpse. The dead gob-
lin also has a lucky charm: a desiccated dwarf thumb.


  1. EYE SEE You!
    Hanging Shields. Sixteen old shields bearing em-
    blems from long-forgotten human, dwarven, and
    elven realms hang on the north and south walls of
    this tunnel.
    Scrying Eye. As the characters traverse the corridor,
    a large floating eye surrounded by glowing motes of
    light appears ahead of them. This is one of Halaster's
    scrying eyes (see "Halaster's Lair," page 311). It
    studies the characters for a minute or two before dis-
    appearing without a sound.


30. MAD ELEMENTAL


This area consists of a zigzagging hall (area 30a) and
a guard room (area 30b). A berserk air elemental is
trapped here. Its howls can be heard throughout the
area. Assume it's in area 30b when the characters
first arrive.
The elemental can tell when someone opens the door
at either end of the zigzagging hall or the secret door in
the guard room. As soon as it hears a door open or feels
a slight change in air pressure, it rushes toward the
open doorway, attacking all creatures in its path.

30A. ZIGZAGGING HALL
This hall was designed to thwart archers by reducing
their line of sight. Other than a few scattered bones on
floor, it contains nothing of interest.

30B. GUARD ROOM
Lying on the floor is a battered helm, a tattered suit of
leather armor, two halves of a shattered wooden shield,
a rusty longsword, a rotting quiver, several broken ar-
rows, and a longbow with a snapped string.
A secret door in the west wall leads to a dusty tunnel
that connects to area 31.


  1. DELVERS' HALL
    Wererat. A wererat named Sylvia Featherstone scours
    the hall in her giant rat form.
    Statues. Cobweb-covered statues of dwarves stand atop
    2-foot-high pedestals in alcoves. (One of the northern-
    most statues has been pushed aside, leaving grooves
    in the floor and clearing a path to a secret door that
    opens into a tunnel connecting with area 30b.)


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