Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

Flesh Golem. The flesh golem has instructions to kill
all intruders and never leave the room. It obeys these
and the skull's other commands until it goes berserk. If
the golem attacks Trenzia's skull in its berserk frenzy,
the skull uses its next action to try to calm the golem.
While attempting to calm the golem, the skull can't elec-
trify the floor.


7D. MINING WOES
Three ghasts hunker down behind the door leading into
this room, waiting to attack.
This room contains the remains of a mining opera-
tion. Pickaxes and hammers litter the floor, as do the
gnawed bones, torn black robes, and rubber boots of a
female half-elf wizard. Notably absent is the half-elf's
skull. (The bones and clothing belonged to Trenzia.
Halaster fed her body to the ghasts.)


7E. COPPER VEIN
Copper Vein. An exposed bit of stonework has a thick
vein of copper ore running through it.
Litter. A scrap of paper lies on the floor.
The scrap of paper is another partial entry from
Trenzia's log that reads, "Day 10. With lightning and
copper wires, I created a pack of ghouls. Hal was not im-
pressed. He says I'm not ready for Dweomercore and its
arcane secrets. I'll show him. His flesh golem has given
me an idea for a trap more devious than any Hal could
devise. Ughtning- is there anything it can't do?"


  1. FRESCO CROSS HALL
    Frescoes on the walls of this four-way intersection de-
    pict shield dwarves at work. Magic causes the images to
    move. The dwarves roll and stack barrels, carve blocks
    of stone, drink from stone tankards, and so forth. As the
    characters make their way down each hall, the dwarves
    wave at them and occasionally wink. These animated
    frescoes are harmless.

  2. SPIDER EYES WATCH P OST
    The Xanathar Guild claims this corner of the dungeon.
    Shunn Shurreth, a drow exile favored by the beholder
    crime lord, commands the forces stationed here.


9A. TRAPPED HALL
Bugbears. Two bugbears stand guard at the east end of
this long hall, where it narrows to a width of 10 feet.
Dart Traps. The northern wall conceals five poison dart
traps, triggered by hidden pressure plates in the floor
marked T on map 2.
The bugbears, Bolgus and Bulkar, disarm the poison
dart traps when Xanathar Guild members approach.
When unfamiliar creatures approach from the west,
Bolgus shouts for them to halt and Bulkar asks, "How
many eyes does Xanathar have?" The correct reply is,
"As many as there are stars in the sky." If anyone gives
them the wrong pass phrase, the bugbears invite them
forward but don't disarm the traps.
If the characters approach from area 9b without a
Xanathar Guild escort, the bugbears attack them.

Poison Darts. The five poison dart traps are embed-
ded in the walls north of the pressure plates. A char-
acter who searches the hall for traps and succeeds on
a DC 15 Wisdom (Perception) check spots the nearest
pressure plate and the dart holes in the wall north of it.
When more than 20 pounds of weight are placed on
a pressure plate, four darts shoot from the north wall.
Each dart makes a ranged attack (+8 to hit) against
a random target above the pressure plate. On a hit, a
dart deals 2 (ld4) piercing damage, and the target must
make a DC 15 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much
damage on a successful one. Each trap can be triggered
three times before its supply of darts is exhausted.
Hidden Lever. A lever, concealed by a false section of
stone near where the bugbears stand, arms and disarms
the poison dart traps. A character who searches the
area finds the false stone and lever with a successful DC
15 Wisdom (Perception) check.

9B. SHUNN' S GAN G
Lanterns. Battered oil lanterns rest atop toppled blocks
of stone, illuminating this partially collapsed hall.
Furnishings. Crates, barrels, and seven wooden cots
line the walls.
Xanathar Guild. Seven Xanathar Guild members
(NE human thugs) and their leader, Shunn "Spider
Eyes" Shurreth (see "Shunn Shurreth" below), gather
around a campfire in the middle of the hall. Two intel-
lect devourers have taken residence in the skulls of
two Xanathar Guild members. The creatures use their
Detect Sentience trait to telepathically detect intelli-
gent creatures approaching.
Shunn and his thugs can't be surprised if the intellect
devourers s ense intruders approaching. If an intellect
devourer's host is killed, it tries to find another.
Shunn Shurreth. A drow priestess of Lolth placed a
curse on Shunn and forced him into exile after he dis-
pleased her. The curse partially transformed him into
a spider, giving him eight red arachnid eyes, a mouth
full of fangs, and black bristles sprouting from his slen-
der limbs. A remove curse or greater restoration spell
restores Shunn's natural form, but Shunn doesn't want
the curse lifted. His horrific appearance strikes fear
into the hearts of his comrades-in-arms and has earned
him favor with Xanathar. Shunn believes that returning
to h is normal form might weaken his influence over his
gang and diminish his status in the Xanathar Guild.
Shunn is a drow elite warrior, with these changes:


  • Shunn is lawful evil.

  • While cursed with spider features, he can climb d iffi-
    cult surfaces, even across ceilings, without needing to
    make an ability check.
    Shunn moves and converses with an eerie grace and
    prefers diplomacy over violence when dealing with
    adventurers. If the characters seem interested in a
    truce, Shunn offers them 50 gp if they find the wererats
    that are troubling his gang and return the stone key that
    they stole. Shunn's gang found the stone key on this
    level of Undermountain and is still searching for the
    lock that it fits into.


LEVEL 2 I ARCANE CHAMBERS
33
Free download pdf