Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
FINE FELLOWS OF DAGGERFORD
Characters who explore this level might encounter three
members of the Fine Fellows of Daggerford, an evil ad-
venturing party. If Halleth the revenant (see level !, area
37) accompanies the characters, he uses his Vengeful
Tracker trait to lead the party to his former companions
so he can repay them for their betrayal. These three
"Fine Fellows" are:


  • Copper Stormforge, a dwarven thief, values gold
    above all. He has been captured by goblins and impris-
    oned in area le.

  • Midna Tauberth, a human priest of Shar, thinks she
    can do everything herself. The perils of this level have
    forced her to take refuge in area llb.

  • Rex the Hammer, a human warrior, seeks fortune and
    glory, and doesn't care whom he steps on to achieve it.
    The characters find him at the mercy of the mezzoloth
    in area 13g.


MUTATED APPRENTICES
Halaster handed over this level to his fervent pupils, al-
most all of whom were driven mad by their studies and
mutated by the magic they wrought, becoming gibbering
mouthers and nothics. A mezzoloth summoned from the
Lower Planes to serve as a wizard's assistant now rules
over them all.

WAN DERING MONSTERS


Monsters wander this level of Undermountain in search
of food or treasure. Such monsters include carrion
crawlers, gricks, mephits, owlbears, and spectators. If
your game session needs a greater challenge, try adding
one or more of these monsters to an encounter of your
own design.


Exploring This Level


All location descriptions for the Arcane Chambers are
keyed to map 2.


  1. GOBLIN BAZAAR
    In this monstrous market live forty goblins. Half of them
    are guards, and the other half are traders. The goblin
    boss and his retinue lurk in area le.


lA. BAZAAR SIDE ENTRANCE
Detritus. Trash and debris litter the floor.
Bas-Reliefs. The walls are adorned with bas-reliefs
that once depicted dwarves carrying supplies. The
dwarves' faces have been chipped away and replaced
with cartoonish goblin heads drawn in charcoal.
Noise. Banging noises can be heard to the north. (The
goblins in area lb are building a wooden stage there.)

l B. AUCTION HALL
The goblins are erecting a stage against the north
wall of this 20-foot-high chamber using wood stolen
from elsewhere in Undermountain. Once the stage is
complete, the goblins plan to auction slaves and other
valuable merchandise here. The stage will be quite large
when it's finished but is still in the preliminary stages of


LEVEL 2 I ARCANE CHAMBERS

assembly. A pile of wrecked wooden furniture lies in the
area's northwest corner.
Seven goblins are here. Three of them are using stone
hammers to pound rusty nails through decrepit wooden
planks. The other four are clustered in the middle of the
room, passing around a scroll on which someone has
drawn a crude blueprint of a stage. If attacked, these
goblins retreat to area ld. They otherwise pay no atten-
tion to strangers.
Treasure. The goblins carry a total of27 cp and^15 sp.

le. GIBBETS AND GRAVY
Four iron gibbets hang from chains hooked to the
10-foot-high ceiling. The gibbets are empty except for
one that holds a wailing goblin named Glom.
Glom was caught stealing food intended for the goblin
boss, Yek. S he hasn't eaten in two days and happily pro-
vides information or her service as a guide in exchange
for food or freedom. She knows about the magic circlet
that turned Yek into a human and where the goblin boss
keeps the rest of his treasure (area lf).
Glom knows the general layout of this level of Under-
mountain, the positions of the Xanathar Guild outposts,
and the location of the stairs leading down to level 3.
Glom eagerly betrays her liberators if someone with
more food and the promise of a better life comes along.
The lock on Glom's gibbet can be picked with thieves'
tools and a successful DC 15 Dexterity check. It can
also be broken off with a successful DC 20 Strength
(Athletics) check or a solid weapon blow.

ID. MARKET HALL
Ceiling. This room has a soaring, 60-foot-high ceiling
supported by two rows of stone pillars.
Goblin Vendors. The middle of the chamber is taken up
by eight vendor stalls. Twenty-two goblins are here,
sixteen vendors (two per stall) and six guards who
stand in pairs near the exits to areas l e, lf, and 8.
Throne. A granite throne stands against the north wall
atop a rectangular stone dais.
The goblin vendors buy and sell stolen goods, includ-
ing items listed in chapter 5 of the Player's Handbook-
particularly armor, s hields, weapons, adventuring gear,
tools, trade goods, food, and drink. The goblins buy
goods at half the normal price and sell them at three
times the normal price. Their food is of poor quality but
edible. A character who succeeds on a DC 12 Charisma
(Intimidation or Persuasion) check can bargain a goblin
down to half its asking price for an item.
The goblin guards have orders to keep the peace. If
a brawl or a battle erupts, they attack with the goal of
knocking troublesome visitors unconscious. Visitors
whom the guards subdue are dragged out of the market
and left in area 8 without their weapons or treasure.
(Any treasure the goblins take is placed in area If.)
Throne. Yek sits here when he deigns to preside over
the market. The throne has been draped with animal
skins and festooned with monster skulls and trinkets
twisted up in wire.
Treasure. The goblin guards have a total of^25 cp and
20 sp. Each goblin vendor carries a fat pouch with 3d6
gp, 3d8 sp, and 3d10 cp in it.
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