Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
If cornered, Sylvia assumes hybrid form and claims
that she is searching the dungeon for food. If accused
of lying, she explains that she is looking for treasure
to buy food in Skullport (which is another lie). In fact,
Sylvia is one of Xanathar's spies and is searching for
secret doors that lead to unexplored areas of the dun-
geon-information the beholder considers valuable. If
threatened, she tries to rejoin her companion in area 35.
If captured, she takes every opportunity to try to escape.
She wears no armor, carries no weapons, and has noth-
ing of value on her. She is familiar with levels l, 2, and
3 of Undermountain but lies about what's there unless
magically compelled to speak the truth.


  1. VIP SUITE
    The Melairkyn dwarves built these rooms for honored
    guests in the Underhalls. The door to this suite is carved
    with the image of a stern, heavily armored dwarf war-
    rior locked in a defensive stance behind a shield.


32A. EMPTY BEDCHAMBER
Every wall of this empty room is carved with a floor-to-
ceiling fresco of a cavern wall, giving the room a cave-
like quality.

32B. BATHROOM
The southern half of the room contains a sunken basin
with a drain at the west end and a stone drain plug
nearby. A heavy stone spigot sticks out of the south wall
above the basin.
Surprisingly, this facility still works. When the spigot
is turned, clean, hot water pours into the basin. The wa-
ter is supplied and heated by natural sources below.


  1. NORTH DORMITORY
    Carved into the walls, 2 feet off the floor, are eleven
    bare stone shelves meant to serve as beds. Each shelf
    is 7 feet long and 3 feet deep with an arched ceiling 4
    feet above it.

  2. SOUTH DORMITORY
    This room is identical to area 33 except for one detail:
    lying in one of the beds is an elf skeleton draped in cob-
    webs. It wears hide armor and clutches an oak quarter-
    staff, both in serviceable condition.

  3. HALL OF RATS
    The door to this room hangs slightly ajar, and the sound
    of squeaking rats emanates from within. The room has
    these features:


Giant Rats. Ten giant rats scour the room for food.
Wererat. An obese giant rat is sleeping on the seat of a
crumbling stone throne that stands on a dais opposite
the door. (This creature is a shapechanged wererat
named Flyndol Greeth.)
Fountains. Not visible from the door are two semicircu-
lar fountains built into the south wall, one in each half
of the room (see "Fountains" below).
Flyndol Greeth is a lazy wererat who serves Xanathar
out of fear, not loyalty. He's waiting for his companion,


LEVEL I I DUNGEON LEVEL


Sylvia, to return (see area 31). If threatened, Flyndol
commands the giant rats to cover his escape. If escape
is impossible, he surrenders but won't give his captors
any useful information unless they charm him. He car-
ries nothing of value.

FOUNTAINS
Each fountain consists of a blue marble basin enclosed
by a 1-foot-high stone retaining wall with drainage holes
on the inside of the rim to prevent overflow. Carved
above each basin is a bas-relief of a dwarf's face with
an open mouth. Water from an underground river once
flowed out of the mouths and into the basins, but no lon-
ger. Both basins are dry, and the dwarves' stone beards
are stained and discolored.


  1. LOST HALLS
    These halls are connected by 5-foot-wide, tube-like pas-
    sages of rough-hewn stone that slope up and down. Dust
    hangs in the air here.


36A. CRICKS!
Gricks. Two gricks in the middle of this partially col-
lapsed hall attack all who enter.
Debris. The floor is littered with small rocks and peb-
bles, broken statuary, and jagged chunks of masonry
big enough to crush a man's skull.

36B. TRAPPED FELLOW
Gricks. Five grick s lurk in the diagonal hallway to the
south. They attack all who enter.
Trapped Adventurer. The sound of weeping comes
from behind a closed door in the west wall (leading to
a 10-foot-square closet). A small hole has been drilled
through the middle of the door.
An adventuring party called the Fine Fellows of Dag-
gerford descended into Undermountain one tenday ago.
One of its members, a thief named Kelim the Weasel
(NE human spy), wandered off, snuck into this corner
of the dungeon, found a spellbook left behind by a long-
dead adventurer, and inadvertently aroused the gricks.
With his escape route cut off, Kelim sealed himself in
the closet to avoid being eaten. He drilled a small hole
in the door so that he could peer out of it and get some
fresher air. He wants to sneak out while the gricks are
asleep or distracted, but he's too scared to leave. He has
been without food or water for two days.
If rescued, Kelim gives his saviors a stolen spellbook
as a token of gratitude. Beyond that, he's an unreliable
coward who will betray anyone to save his own skin. He
doesn't know where the rest of his adventuring party is
(see level 2) and doesn't seem to care.
Treasure. The stolen spellbook contains the following
spells: blight, burning hands, comprehend languages,
darkvision, dispel magic, false life, feign death, gust of
wind, invisibility, lightning bolt, and s leep.
Kelim also carries an explorer's pack (with its perish-
able supplies mostly depleted) and a pouch containing 5
pp, 24 gp, and 4 sp.
Free download pdf