Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

an effect that turns uodead against it can commandeer
the gondola- but without its proper pilot, the ship is at-
tacked whenever it enters a section of the river marked
with a wavy arrow. Roll a d6 and consult the following
table to determine the nature of the attackers:
d6 Creatures
1-2 Four minotaur skeletons rise from the river bottom.
3-4 Seven shadows crawl into the boat.
5-6 Four will-o'-wisps materialize above the boat.


14. STONECARVERS' HALL
The Melairkyn dwarves hauled blocks of unworked
stone here to be carved into doors, statues, and
other forms.

1 4A. SOUTH ENTRANCE
A 4-foot-square block of stone has fallen from the ceiling
of this hall and cracked in two on the floor. The block
was released when someone stepped on a hidden pres-
sure plate in the floor. (The trap failed to hit its intended
target and no longer poses a danger to anyone.)
Innermost Door. This thick stone door is flanked by
bas-relief carvings of dwarves, their faces and beards
chipped away. A dwarf can open the door, but no other
creatures can do so except by using a knock spell or
similar magic. The door has AC 15,^75 hit points, and
immunity to all damage except force damage and dam-
age dealt by adamantine weapons.

14 B. NORTH ENTRANCE
In the middle of the hallway, crushed beneath a 4-foot-
square block of stone that has fallen from the ceiling,
is a goblin. Only its gangly legs are visible. (The goblin
stepped on a pressure plate that caused the block to fall,
and the trap no longer poses any danger.)
Innermost Door. This thick stone door has the same
appearance and properties as the one in area 14a.

1 4C. HALL OF STONE
Big Xorn. An unusually large xorn,^10 feet tall and^10
feet wide, s leeps soundly in the middle of the room.
While asleep, the creature remains standing, its
mouth and eyes closed, its arms hanging limply with
knuckles scraping the floor.
Stone Cubes. Twenty cubes of solid granite measuring
8 feet on a side are arranged about the chamber. One
cube near the west wall, marked with an X on map 3,
is fake (see "Fake Cube" below).
Statues. Four unfinished statues situated around the
room have piles of chipped stone around their bases.
Until it escaped captivity and hid here, the xorn was
one of Halaster's prized pets, raised on a steady diet
of magic gemstones to dramatically increase its size.
It comes and goes by phasing through the walls, and
it enjoys the quiet solitude that this chamber provides.
A successful DC 16 Dexterity (Stealth) check allows
a creature to cross the room quietly without waking
the xorn, but the check is made with disadvantage if
the creature is carrying coins or gemstones, since the
xorn can detect such treasures by scent even while it is

asleep. The discovery of intruders in its lair provokes its
anger, causing it to attack.
The xorn has a challenge rating of 8 (3,^900 XP) and
the following changes to its statistics:


  • The xorn is Large and has 103 (9d10 + 54) hit points.

    • Its Strength is^20 (+5), and its melee weapon attacks
      have a +8 bonus to hit. Its claw attacks have a reach
      of 10 feet and deal 9 (Id8 + 5) slashing damage on a
      hit, and its bite attack deals^22 (5d6 + 5) piercing dam-
      age on a hit.
      Fake Cube. Although simila r in appearance to the
      granite blocks, this 8-foot cube is hollow with 3-inch-
      thick plaster sides. A dwarf within 10 feet of the cube
      can tell at a glance what it's made of, as can a character
      who taps the cube with a hammer or a similar tool. Any
      creature weighing more than^50 pounds that stands on
      the cube falls into it as the plaster gives way underfoot.
      The cube contains a chipped a labaster throne of elven
      design, sturdy in construction yet elegant in form. It is
      intricately carved to resemble bundled branches and
      twigs, with a tiny songbird perched on one end of its
      back. There used to be five carved songbirds perched
      atop the throne, but four have been broken off and lost.
      The throne was carved by the elves of Illefarn, an
      ancient kingdom of the North. It disappeared from its
      capital (located where Waterdeep stands today) shortly
      before the kingdom's destruction 2,500 years ago. The
      Melairkyn dwarves found it in damaged condition and
      planned to return it to the elves as a gift after repairing
      it. Dwarven adventurers later found it and hid it in hopes
      of returning when they had a means of getting it out of
      the dungeon, but they didn't make it back. Finding the
      throne and informing Volo of its whereabouts completes
      a quest (see "Throne of the Coronal," page 8).
      As one of the oldest surviving relics of Illefarn, the
      throne is priceless. It has two minor magical properties:

      • A creature sitting in the throne can't tell a lie.

      • The throne is surprisingly light for its size, weighing
        only 500 pounds.
        Unfinished S tatues. Represented by the s tatue icons
        on map 3, these four unfinished samples of dwarven
        stonecraft, from north to south, are:

        • A mostly finished statue of a female dwarf priest car-
          rying a stone censer

        • A half-finished statue of a cheery dwarf girl riding
          on the shoulders of her beaming father, whose lower
          body has not yet been carved



      • A half-finished stone door carved with the image of a
        heavily armored dwarf clashing axes with a minotaur

        • A mostly uncarved block of stone from which the fea-
          tures of an ornate stone brazier are emerging








15. WAY TO WYLLOWWOOD ~~~~~~~~
T he drow cornered and killed several troglodytes in
these caves after the reptilian creatures refused to
be enslaved.

l5A. BATTL E SCENE
The floor here is stained with blood and strewn with a
dozen spent bolts from hand crossbows. A character

LEVEL 3 I SARCAUTH LEVEL
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