Waterdeep - Dungeon of the Mad Mage

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The building is full of cobwebs, and a 3-foot-tall oval
mirror hangs on the western wall. Eerily realistic spi-
ders are carved into its stone frame, almost appearing
to twitch and crawl. When a creature approaches within
5 feet of its reflection in the mirror, the reflection disap-
pears and is replaced with the shadowy face of a giant
spider obscured by smoke.
The creature in the mirror is a projection of a yochlol
demon in the service of T'rissa's mother. Vlonwelv. If the
figure standing before the mirror is T'rissa or someone
who looks exactly like her, the spider offers a warm
greeting in Elvish with its clicking mandibles and de-
mands to know why efforts have been started to conquer
the Twisted Caverns (level 4) when Stromkuhldur and
Skullport have yet to be taken.
If a creature that is clearly not T'rissa stands before it,
or if the yochlol realizes it has been fooled, the demon
assumes its true waxy form, stares back with its one
glaring red eye, and screams in Abyssal. "I know who
you are!" The mirror then falls and shatters on the floor.

20E. TREASURE DOWNSTREAM
River of Fis h. A vein of turquoise runs through the east
wall diagonally, looking like a stream. The granite in
the vein has been carved to look like a school of trout.
Ston e Basin. A large, empty basin is carved into the
floor at the northern end of the room.
The vein of turquoise runs from the top right corner
of the east wall to the bottom left, heading down toward
the empty basin. The trout carvings appear to be swim-
ming upstream, away from the basin. Close examination
of these carvings reveals that the fish can be rotated.
The first time all the fish are turned so that they appear
to be swimming downstream, a hidden valve in the ba-
sin opens and fills the container with 50 gallons of fresh
water. Swimming in the water is a tiny emerald fish.
Treasure. The emerald fish swims around the basin
until it is scooped out with a successful DC 10 Dexterity
check, at which point the fish transforms into an elemen-
tal gem (water). The water remains in the basin after the
fish is removed and does not drain away. Nothing hap-
pens if the trout carvings are rotated again.

20F. UNOCCUPIED QUARTERS
Eleven padded bedrolls are spread throughout this
room atop stone slabs. Each bed is paired with a small
chest that doubles as a side table. The chests are un-
locked and contain simple black clothes.

20G. DROW BARRACKS
Twelve bedrolls are spread out on the floor of this room.
Six off-duty male drow and a male drow elite warrior
relax here, but they quickly snatch up their weapons at
the first sign of trouble. The drow are named Alybbrin,
Chasmas,Jarkorl, K'yordred, Szorth. and Xebrek. The
drow elite warrior, Ranaghax Auvryndar. is regaling the
other drow with a reenactment of a one-on-one battle
he had with a hobgoblin captain of the Legion of Azrok,
which ended with the captain catching Ranaghax's poi-
soned blade in the neck. His telling of the tale is loud
enough to be heard by characters listening at the door.


LEVU 3 SARCAlJTH Lli:\fl.

Ranaghax, T'rissa's older brother, is subordinate to
her and all other female drow in his house. He knows
his place and eagerly awaits the opportunity to claim
the rest of Stromkuhldur when T'rissa finally gives the
order to do so.
Treasure. Ranaghax wears an obsidian scarab
brooch inscribed with the insignia of House Auvryndar
(25 gp), and he carries 35 gp in a web pouch.

20H. OLD DINING HALL
Lanterns. Anchored to the rafters by short chains are
four unlit iron lanterns.
Fu rnishings. A solid stone table fills the west side of
the room. The table, sized for dwarves, has shorter
legs than most. Stone benches run the length of the
table on either side, and a single stone chair stands
at each end.


  1. WATER CLOSET
    A male drow named Balok sits on a latrine bucket in
    this chamber and is embarrassed to be caught in such
    a compromising position. If the characters attack him,
    he tosses the bucket at one of them as a distraction and
    flees to area 20g. (Treat the bucket as an improvised
    weapon that deals no damage but douses the target in
    stinky filth on a hit.)


20J. TROGLODYTE MOB
A horrible stench fills this chamber, the floor of which is
covered with loose rocks.
Twelve captured troglodytes are confined to these
quarters, but the guard stationed outside their door has
s lipped away to area 20i. If anyone other than a drow
opens the door, the troglodytes seize the chance to es-
cape. On their turn, they try to stampede their way to
freedom and are loud enough to trigger an alarm. Trog-
lodytes that escape head south and disappear into the
dark waters of the River Sargauth.

20K. GATHERING OF GRIMLOCKS
Ste nch. This room reeks of death and decay.
Grimlocks. Three grimlocks are picking hair out of
their teeth in the middle of the room.
Detritus. The room is strewn with rocks, heaps of splin-
tered armor, and broken weapons. (The armor and
weapons were taken from dead goblinoids. None of
this gear is salvageable.)
Characters who follow the scent of decay discover a
pile of severed goblin and hobgoblin heads tucked be-
hind a wall of rocks near the south end of the room.


  1. AZROK'S HOLD
    The largest unburied section of Stromkuhldur is held
    by the Legion of Azrok and is called Azrok's Hold. As
    rumors of Azrok's blindness spread quietly through the
    settlement, fears mount of an impending attack from
    the drow in Stromkuhldur or from Skullport. A shroud
    of gloom and anxiety hangs over the normally raucous
    settlement, which has the following features:
    Ruins. The 30-foot-high cavern is a maze of single-story
    stone buildings, many of which have partially col-

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