Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

plenty of carrion. It won't ordinarily attack goblinoids
or anyone escorted by them. It will, however, attack any
creature that dares to root through its garbage pile.
The corpses in the garbage pile are the remains of
drow, quaggoths, bugbears, goblins, and hobgoblins that
were killed in skirmishes between the Legion of Azrok
and House Auvryndar. The bodies have been stripped of
all armor, weapons, and valuables, and some are miss-
ing chunks of flesh- a feast for the otyugh.


18. ABANDONED C AVERN
This 30-foot-high cavern contains part of the ancient
settlement of Stromkuhldur. Crumbling, single-story
buildings stand empty, their roofs caved in and their in-
sides picked clean. Sections of the cavern ceiling show
signs of collapse, with rocks scattered across the floor.


  1. CHIMERA'S LAIR
    T'rissa Auvryndar's pet chimera lounges atop a pile of
    coins in the southern half of this 15-foot-high cavern.
    The chimera can be placated with food and shiny trin-
    kets; otherwise, it attacks adventurers who come too
    close to its hoard.
    The chimera's hoard contain s 600 ep, 2,000 sp, and
    10, 000 cp.
    20. DROW TOWN
    An ancient earthquake collapsed sections of Strom-
    kuhldur, dividing the town into smaller caverns. After
    driving the Legion of Azrok out of this eastern cavern,
    the drow of House Auvryndar assumed control of it. The
    cavern has the following features:
    Ruins. The 30-foot-high cavern is a deathly quiet maze
    of crumbling stone buildings, many of which have par-
    tially collapsed. The buildings' walls are 10 feet high,
    and their roofs have mostly caved in.
    Webs and Spiders. Webs are strung between the build-
    ings, but they're not thick enough to inhibit movement.
    Nine giant spiders roam the alleys between the build-
    ings in search of prey.
    The giant spiders creep about in groups of three. Ad-
    ditional forces stationed here include a male drow elite
    warrior named Ranaghax Auvryndar, twelve male drow,
    three grimlocks, and three quaggoths. If an alarm is
    raised, these forces gather with the giant spiders to seek
    out and destroy intruders.
    Buildings not keyed on the map are assumed to be
    empty rooms. The rest are described below.


20 A. KITCHEN
Odor. The smell of meat stew wafts from this building.
Servants and Guards. Inside, a manacled bugbear
and three goblins shackled together by the ankles are
preparing meals under the watchful eye of three male
drow guards named Raelphar, Rizryn, and Xebyl.
Furnishings. Stone counters are spread throughout
the room. A large cauldron is hung above a fire in the
southwest corner.
Raelphar carries a key to the bugbear's manacles,
and Rizryn has a ring of keys that unlock the goblins'

shackles. Without these keys, a successful DC^15 Dex-
terity check made using thieves' tools opens each lock.
If released from captivity, the goblinoids arm them-
selves with improvised weapons and flee to area 17a
by way of the south tunnel. The bugbear's name is
Blarg. The goblins' names are Globby, Bootlick, and
Earstabber.
What~ for Dinner? The s immeri ng cauldron contains
a hearty stew of ripplebark fungus and troglodyte meat.

20B. T'RISSA'S QUARTERS
Two male drow guards named Krivven and Yazdriirn
stand outside the door. They deny entry to all but T'rissa
and immediately attack intruders. The building holds
the following features:
Stuffed Heads. Mounted to the walls are the stuffed
heads of several bugbears, hobgoblins, and goblins.
Chest. A locked chest of dark wood, carved in the like-
ness of a spider with eyes of red crystal, rests in the
western alcove. (The key to the chest is hidden in the
mouth of a mounted goblin head nearby.)
Furnishings. A bed with a canopy of spiderwebs fills
the eastern alcove. Other furnishings include a
dresser and a vanity that has an empty frame where
the mirror should be.
The chest's lock can be picked by using thieves' tools
and making a successful DC 15 Dexterity check, or
opened with a knock spell or similar magic.
Treasure. The eight red crystal eyes on the chest can
be pried loose and are worth 5 gp each. Inside the chest
are three shelves stacked vertically.
The top shelf holds an onyx spider figurine (25 gp),
eight sticks of incense (1 gp each), and a dagger with
a tiny reservoir built into its hilt that holds up to three
doses of a liquid poison.
The middle shelf contains a folded spider silk robe,
dyed black, with tiny golden spiders sewn into it (90 gp).
Hidden in the folds of the robe is a potion of healing in a
crystal vial.
On the bottom shelf rests a birchwood wand (an ar-
cane focus) and a leathe r-bound spellbook that belong
to Marta Moonshadow (see area 5d). The book contains
the following spells: chromatic orb, cone of cold, coun-
terspell, detect magic, dispel magic, enlarge/reduce,
fireball, fly, greater invisibility, ice storm, identify, mage
armor, magic missile, magic weapon, misty step, poly-
morph, sending, shield, and suggestion.

20c. QuAGGOTH DEN
Three quaggoths, one of which is a quaggoth thonot
(see the sidebar in the "Quaggoth" entry in the Monster
Manual), feast from a trough in the middle of this room.
The trough contains bloody troglodyte entrails and
other less identifiable fixings. Non-drow intruders are
attacked on sight.

20D. DEMON MIRROR
The door to this building is locked, and T'rissa Auvryn-
dar (see area 6) carries the only key. The lock is old and
can be picked by using thieves' tools and making a suc-
cessful DC 12 Dexterity check.

LEVEL 3 I SARGAUTH LEVEL
Free download pdf