Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
4A. WANDERING QUAGGOTHS
Three quaggoths serving as guards for the drow are
patrolling this 10-foot-high area. When they detect in-
truders, one tries to run to area 5 to sound the alarm
while the remaining two attack. On the second round of
combat, the clamor attracts the spiders in area 4b.

4B. PHASE S PIDER LAIR
Four phase spiders lurk in this 20-foot-high cave. If
they hear the characters approaching, they s hift to the
Ethereal Plane and try to ambush the characters.

4c. GOBBLED GOBLINS
Webs. This cave is filled with webs. Several 3-foot-
long bundles wrapped in spider silk are suspended
in the webs.
Strange Face. S piders have woven a giant, webbed face
of Halaster that looks down from the 20-foot-high ceil-
ing with hollow eyes.
Stained Floor. T he uneven floor is stained a rusty red.
The drow feed wandering goblins to the phase spi-
ders. A character who succeeds on a DC 12 Wisdom
(Perception) check notices that one of the bundles is
wriggling slightly. The bundle contains a goblin named
Greech, who has been mutilated by spiders and drained
of his blood. The goblin has 3 hit points left and is miss-
ing his tongue. He tries desperately to bargain for his
life using grunts and frantic sign language.


  1. HOUSE AUVRYN DA R
    This area outside the old temple of Dumathoin marks
    the beginning of the drow settlement. All the chambers
    have flat, 10-foot-high ceilings.


5A. WELCOMING COMMITTEE
Guards. Four quaggoths guard this entryway. If any
quaggoths fled from area 4a, they are waiting here,
along with a male drow mage named Ilnor Telenna,
who has come to investigate.
Webs. Thick cobwebs stretch between the walls and
form a canopy across the ceiling, from which hun-
dreds of tiny s piders dangle on silken threads.
Web Bundles. Two large bundles of spider silk flank the
entry door.
The spider silk bundles are sticky but easily torn open
to reveal two stout statues of dwarves-one bearing a
pickaxe, the other a chisel and hammer.


5B. TROGLODYTE FOOLS

Miners. Sparkling veins of gold stripe this hall. These
minerals were preserved by the ancient dwarves for
their natu ral beauty, but currently four troglodytes-
slaves of the drow-are mining the veins with pick-
axes. (If the troglodytes hear combat in area Sa, they
drop their pickaxes and flee to area 6.)
Webs. The ceiling is covered with webs that conceal a
gia nt spide r. It attacks the adventurers from above.
Door. The west door to area 6 is emblazoned with a
bronze relief of a mountain with a fist-sized depres-
sion in its center. The door is locked.


LEV.EL 3 I SARGAUTH LEVEL


Bronze Relief Door. A successful DC 13 Intelligence
(Religion) check reveals that the relief resembles the
symbol of Dumathoin but is missing a gem. Placing any
gem in the depression unlocks the door. The door can
also be opened with a knock spell or similar magic, or
by a character who uses thieves' tools and succeeds on a
DC 20 Dexterity check.
Treasure. The gold veins are actually pyrite (fool's
gold), which a character can determine by succeeding
on a DC 13 Intelligence (Nature) check. The mineral
is lovely, but not of great value. The troglodytes have
chipped off twenty 1-pound chunks of pyrite (5 sp each).

50. PRISON
Cells. The west end of this hall has six cells with barred
doors of rusted iron.
Grimlocks. Six grimlocks terrorize the prisoners in the
cells by reaching between the bars with bone clubs.
(They don't have keys to unlock the cells.)
T'rissa Auvryndar (see area 6) carries the keys to the
cells. The lock on each cell door can be picked with
thieves' tools and a successful DC 10 Dexterity check.
The rusty bars can be torn away from a door with a
successful DC 21 Strength (Athletics) check. The cells'
occupants are as follows:


  • Geldax Breer (NG male half-elf commoner) occupies
    the easternmost cell. He is a Waterdavian lamplighter
    abducted several nights ago by the drow (and doomed
    to become a sacrifice to Lolth unless he escapes).

  • Lurrash, an unarmed male hobgoblin, occupies the
    next cell. He is loyal to Warlord Azrok, and the drow
    are planning to interrogate him for information.

  • The next cell is occupied by the maggot-laced corpse
    of a grell that starved to death while in captivity.

  • The three westernmost cells are occupied by armed
    male drow named Quave, Narlros, and T'mek. They
    are being tested by T'rissa Auvryndar, who is hungry
    for a new consort. The drow are all malnourished and
    have weeping wounds from the lashes of a scourge.
    Each has 8 hit points remaining. While locked in their
    cells, they attack intruders they can see with their
    hand crossbows.


5o. SuN ELF
The door to this chamber is barred from the outside.
Confined inside is a prisoner named Marta Moon-
shadow. Fascinated by drow culture, Marta hoped to
join the ranks of House Auvryndar but was captured
and locked up instead. She seeks an opportunity to
prove her worth to the drow.
Marta is a sun elf mage, with these changes:


  • Marta is neutral evil.

  • She has the following racial traits: She speaks Com-
    mon, Draconic, Dwarvish, Elvish, and Undercommon.
    She has darkvision out to a range of 60 feet. She has
    advantage on saving throws against being charmed,
    and magic can't put her to sleep. Add ray of frost to her
    list of known cantrips.

  • Her spellbook and her arcane focus were taken from
    her. (The characters can find them in area 20b.)

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