Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

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barnacle-covered spars that were once masts. At the
top of the mountain of junk is a crow's nest that con-
tains the sea hags' treasure (see "Treasure" below).
Wall Decor. Hanging from iron spikes pounded into the
walls are dozens of captain's wheels plundered from
sunken ships and festooned with skulls.
Figurehead. Leaning against the south wall is a ship's
figurehead carved in the form of a wailing banshee.
The rowboat wreckage is difficult terrain, and sections
of it are prone to collapse. Any creature that ends its
turn on the wreckage must succeed on a DC 10 Dexter-
ity saving throw or fall prone.
The waterlogged figurehead stands 8 feet tall and
weighs 1,200 pounds. A detect magic spell reveals
an aura of abjuration magic around it. Casting dispel
magic on the figurehead renders it nonmagical. Unless
its magic is dispelled, the banshee figurehead lets out
a tremendous wail if any creature other than a sea hag
approaches within 10 feet of the crow's nest. The ban-
shee's wail echoes throughout the cavern and can be
heard as far away as area lOc. If the hags survive, they
gather reinforcements from areas lOa and lOb and rush
to defend their precious treasure.
Treasure. The crow's nest contains 2,000 cp inside
a lidless wooden chest, 250 sp inside a tin urn, an um-
brella, a set of weaver's tools, an ebony walking cane
with an octopus-shaped handle made of pewter (25 gp),
and a cracked spyglass (250 gp).


  1. RECLUSE
    A drider lives here. The sea hags in area 10 use it to
    guard the "front door" of their lair.


llA. PETRIFIED PRINCE
Maw. This yawning cave resembles the maw of some
great fish. Natural columns of rock support the
30-foot-high ceiling.
Statue. In the middle of the cave stands a half-crumbled
statue of a princely human clad in plate armor, his
sword drawn and at the ready.
A medusa lived in these caverns many years ago until
adventurers got the better of her. The crumbled statue is
all that rema ins of one of her victims.

llB. C OCOON FOREST
Drider Spellcaster. A drider lurks in the smaller cave
to the north and emerges to confront intruders who
enter by way of area 1 la. This drider has the Spell-
casting trait described in the sidebar that appears in
the "Drider" entry in the Monster Manual.
S tatues. The main cave has a 40-foot-high ceiling filled
with the petrified victims of a medusa that once lived
here. The drider has wrapped these statues in thick
webs, creating an eerie forest of gray cocoons. Strung
between these cocoons are web strands that create
difficult terrain.
The drider clings to the walls, staying out of reach of
melee weapons while casting spells or shooting its long-
bow. As it attacks, it says over and over in Elvish, "The
queen is mad-mad at me. She is mad as mad can be."

LEVEL 3 I SARGAUTH LEVEL

Pulling apart the web cocoons or setting them on fire
reveals the petrified creatures hidden inside them. The
creatures include several drow, kuo-toa, and troglodytes,
as well as a few dwarf miners and human pirates. All of
them are locked in poses of combat, with expressions of
fear on their faces.

12. Boo-TY HUNTERS


The shape of this riverside cavern resembles a clam-
shell. The ghosts of three human pirates named Algarr
Grimtide, Liddie "Slurtongue" Peddlekant, and Fish-
bone Jim move in and out of the rocks, searching for
buried treasure. They attack creatures they perceive as
competitors and ignore any others.
The ghosts can't rest until they find hidden treasure.
The characters can get the ghosts' attention by offering
to lead them to a hidden hoard (such as the one in area
9b) or to a location near the river where the characters
have buried treasure themselves. The ghosts can follow
the party or possess characters but can't stray more
than 100 feet from the River Sargauth. Once they find
what they're looking for, they cackle and dance about
madly, then vanish forever. Characters who lay the
ghosts to rest in this way should receive XP as if they
had defeated them in combat.


  1. RIVERSI DE C AVES
    These rooms contain conveyances the characters can
    use to travel up and down the River Sargauth.


13A. DROW RAFTS
The drow use rafts to ply the River Sargauth. Leaning
against the walls are two 10 -foot-square rafts made of
zurkhwood logs lashed together with thick spiderwebs.
Resting nearby are six 10-foot poles that the drow use to
guide the rafts up and down the river.

13B. FERRYMAN'S REST
This 20-foot-high cave abuts the River Sargauth and has
the following features:
Door. An ornate stone door embedded in the northwest
wall is flanked by bas-reliefs of helmed dwarves, their
faces chipped away by vandals. An inscription carved
into the door's molding has also been damaged, ren-
dering it indecipherable.
Ferry. A black gondola, its hull carved with leering eyes,
is moored at the river's edge and ferried by a black-
robed tiefling skeleton clutching a 10-foot pole, which
it uses to guide the boat.
The gondola and the skeletal ferryman are all cre-
ations of Halaster. The gondola, which can hold up to
seven Mediu m creatures and their gear, is a Large ob-
ject with AC 11 , 50 hit points, and immunity to poison
and psychic damage.
The tiefiing skeleton understands Common and Infer-
nal, but can't speak. It plies the River Sargauth in which-
ever direction its riders want to go. When the characters
reach their destination, the tiefling extends a bony hand,
expecting a payment of one coin per passenger. If it
doesn't receive the proper payment, both it and the boat
fade away. Characters who destroy the skeleton or use
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