Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

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26A. Do NoT FEED THE OwLBEARs!
Owlbears. Two owlbears left here by Halaster are hun-
gry and attack anything that enters this room.
Sarcophagi. A dozen elven sarcophagi arranged about
this dusty room have been reduced to rubble.
Carvings. Time and neglect have all but destroyed wall
carvings that depict elves mounted on elk, parading
through a forest as the seasons change around them.
Secret Door. A secret door in the north wall leads
to area 26b.

Treasure. Characters who search the room for trea-
sure find a 10-pound clay pot lying amid some rubble
near the south wall. The pot is painted with images of a
bare-footed elf druid leading a march of small, uprooted
shrubs that seem to be walking of their own accord.
A detect magic spell reveals an aura of transmutation
magic around the pot, which is a common wondrous
magic item called a pot of awakening. If one plants an
ordinary shrub in the pot and lets it grow for 30 days,
the shrub magically transforms into an awakened
shrub at the end of that time. When the shrub awakens,
its roots break the pot, destroying it. The awakened
shrub is friendly toward whoever planted it. Absent com-
mands from its creator, it does nothing.

26B. SECRET TOMB
In the middle of the dusty tomb rests a 7,500-pound al-
abaster sarcophagus atop a 1-foot-high block of granite.
The lid of the sarcophagus is carved in the likeness of a
regal elf of indeterminate age and gender, with a yawn-
ing cat stretching on the elf's chest. The cat is part of the
lid's carving, not a separate sculpture.
A character who inspects the sarcophagus closely
and succeeds on a DC^17 Wisdom (Perception) check
realizes that it's a solid block of alabaster with a fake Ud
carved to appear openable- a false tomb built to con-
found would-be treasure-hunters.

260. HALASTER'S CRUSHING EYE
Destroyed Tables. Three stone tables lie strewn about
the room, surrounded by ceramic shards that were
once funerary urns. (The owlbears in area 26a are
responsible for the destruction.)
Sloped Hall. A 10-foot-wide, 10-foot-high hallway to the
south slopes gently upward to area 26d and contains a
rolling sphere trap.

The 10 -foot-square section of floor marked X on map
2 is a pressure plate. When 20 or more pounds of pres-
sure depress this plate, a 10-foot-diameter stone sphere
painted to look like a bloodshot eyeball careens from
an alcove at the top of the sloped hallway and down the
passage toward area 26c. With a successful DC^20 Wis-
dom (Perception) check, a character searching the hall
for traps can spot the pressure plate. Wedging four or
more iron spikes or similar objects under the pressure
plate prevents the trap from activating.
When the sphere is released, all creatures present roll
initiative, and the sphere rolls initiative with a +8 bonus.
On its turn, it moves in a straight line until it reaches
a corner, then changes direction to follow the s loped
tunnel until it comes to rest in area 26c. The sphere can

LEVEL 2 I ARCANE CHAM SF.RS

move through other creatures' spaces, and creatures
can move through its space, treating it as difficult ter-
rain. Whenever the sphere enters a creature's space or
a creature enters its space while the sphere is rolling,
that creature must succeed on a DC 15 Dexterity saving
throw or take 55 (lOdlO) bludgeoning damage and be
knocked prone.
A creature within 5 feet of the sphere can attempt
to slow it down by using an action to make a DC 20
Strength check. On a successful check, the sphere's
speed is reduced by 15 feet. In the sloped hallway, this
reduction lasts only until the end of the sphere's next
turn. If the sphere's speed drops to^0 on a flat surface, it
stops moving and is no longer a threat.

26D. BLOODLETTING CHAMBER
This 10-foot-high room holds a row of six slanted stone
tables intended for ritualistic bloodletting. Each table is
fitted with rus ty s hackles and leather straps. Under the
lower end of each table, set into the floor, is a shallow,
circular stone basin for collecting blood.

26E. ABANDONED STUDY
Makeshift Desk. The lid of a stone sarcophagus rests
atop two misshapen blocks of stone, creating a make-
shift desk at the south end of the room. Behind it is a
high-backed chair made of charred wood that has one
armrest missing.
Wall Niches. Beyond the desk and chair, dusty books
are crammed into niches in the south wall. Similar
niches in the other walls contain tall, alabaster fu-
nerary urns covered with dust and cobwebs (seven-
teen in all).

Treasure. The alabaster urns are cracked, chipped,
and worthless. They contain nothing but dust-for the
most part. Buried in the dust inside one of the urns is a
tiny white pouch containing dust of disappearance.
The books cover the subjects of alchemy, dwarven and
elven history, engineering, gemcraft, the study of mon-
strosities, and weather prediction. All of them are falling
apart, but stuffed among the mundane tomes is a badly
burned wizard's spellbook that still contains the follow-
ing spells: comprehend languages, crown of madness,
darkvision, gaseous form, ray of sickness, r emove curse,
Tenser's floating disk, and unseen servant.

Aftermath


If they're weakened but not eradicated, the goblins begin
constructing traps around the perimeter of their market
to better protect themselves against aggressive adven-
turers and bad neighbors. They favor collapsing roofs,
falling nets, and poison darts (see "Sample Traps" in
chapter 5 of the Dungeon Master's Guide). The goblins
also train and deploy giant rats, using them as watch-
dogs. Some of these might be Rizzeryl's wererats in rat
form, sent to infiltrate the goblin lair and spy on adven-
turers who find their way to the goblin bazaar.
Destroying the two Xanathar Guild outposts allows
the goblins to expand their territory. Unless the goblins
are a lso wiped out, goblin patrols become more com-
mon throughout this level of the dungeon.
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