Waterdeep - Dungeon of the Mad Mage

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21D. ARMORY
Two hobgoblins guard racks of mundane weaponry.

21E. HOBGOBLIN BARRACKS
The old furnishings were cleared out of this chamber to
make room for thirty-two wooden cots. Five hobgoblins
rest here between patrols.

21F. BRAIN-DOG KENNEL
The mind flayer ambassador (see area 21g) has been
luring goblinoids into this building and implanting in-
tellect devourers in their skulls. The chamber has the
following features:
Wreckage. The floor is strewn with wrecked furniture
and broken crates.
Goblins. Feeding on rats in the middle of the room are
two goblins and a goblin boss, all with intellect de-
vourers implanted in their skulls.
Brain-Dogs. Two more intellect devourers hide among
the wreckage. They target intruders with their Devour
Intellect action option.

21G. XANATHAR'S AMBASSADOR
A mind flayer named Ulquess resides here, serving as
the ambassador from Skullport. Ulquess has been im-
planting intellect devourers in the skulls of goblinoids,
turning them into spies loyal to Xanathar. If its plot is
discovered, the mind flayer has no choice but to telepath-
ically summon its thralls from area 21f to kill anyone
who knows its secret. (It hides the bodies in area 22.)
The room's centerpiece consists of two elegant chairs
made of petrified wood arranged atop a circular rug. On
a slender table between the chairs is a makeshift, three-
tiered Dragonchess set assembled from myriad pieces
of other sets. The mind flayer conducts business here
while seated casually in one of the chairs.
If the characters are meeting with the ambassador
at Lurkana's urging (see "Side Quest: Retrieve Azrok's
Dagger," page 44), the mind flayer politely discour-
ages them from visiting Skullport, claiming that it's not
safe for adventurers. It also tells them an Undermoun-
tain secret, hoping they'll be lured away by the mystery.
Draw a card from the Secrets Deck (see appendix C).
Treasure. A thorough search of the room yields an
unlocked iron coffer containing^100 gp that the ambas-
sador uses for bribes.

21H. GOBLIN DEN
The door to this structure is ajar, with snores emanating
from within. Sleeping in a pile to the north are twelve
goblins. Their weapons and shields lie in a heap to the
south. The goblins are reluctant combatants, easily
intimidated by shows of strength. If they're being massa-
cred, the survivors flee to area 23a.

2h. VISITORS' QUARTERS
Visitors who are on friendly terms with Azrok and Lur-
kana can rest here. The door has no lock. The chamber
contains enough bedroom furniture to accommodate
eight guests.


1.EVEL 3 I SARGAUTH LEVEL

21J. ALE STOREHOUSE
Azrok buys cheap ale from Gyudd's Distillery in Skull-
port and stores it here. The door is shut from within and
has a small, iron-barred window. Forcing open the door
requires a successful DC 22 Strength (Athletics) check.
Standing inside the room is a hobgoblin guard with a
horn. It uses an action to blow the horn and sound an
alarm if someone tries to break into the storehouse.
The chamber contains thirty 5-gallon casks. E ight
of them hold Wyrmwizz, a muddy swill, and the rest
are empty.

21K. CAPTAINS' BARRACKS
The furnishings were cleared out of this room to make
space for nine wooden cots. Two hobgoblin captains
rest here between patrols.

21L. VISITORS' QUARTERS
This chamber is identical to area 2li.

21M. PREETA KREEPA
Dug out of a mostly collapsed section of Stromkuhldur
is a stone hovel in a cave lit by continual flame spells
cast in several old cauldrons lying among the rubble.
The door to the hovel is ajar, and harmless rats scurry
in and out in a constant stream. Inside the hovel, feeding
bits of juicy moss to the rats, is a mage named Preeta
Kreepa. She served as an assistant to Arcturia, one
of Halaster's apprentices, until Arcturia transformed
her into a monstrous horror. Preeta looks like an old
woman with two beholder eyestalks sprouting from her
eye sockets. Her mouth, twice as large as it should be,
is filled with sharp, pointed teeth. She wears the flayed,
slippery, translucent skin of a kuo-toa as a cloak.
For years, the Legion of Azrok left Preeta alone. Now
the growing hostilities with the drow have prompted Az-
rok to call on her for help. P reeta understands the threat
posed by the drow and is using animate dead spells to
raise drow corpses, creating forces that Azrok can call
upon to bolster his defenses. She keeps these undead
warriors locked in area 2lq.
Preeta is a mage, with these changes:


  • Preeta is chaotic neutral.

  • She has darkvision out to a range of^120 feet,
    and she speaks Common, Dwarvish, Goblin, and
    Undercommon.

  • As a bonus action or a reaction, she can shoot one of
    the following eye rays at one target she can see within
    120 feet of her:
    Fear Ray. The target must succeed on a DC^15 Wisdom saving
    throw or be frightened for 1 minute. The target can repeat the
    saving throw at the end of each of its turns, ending the effect
    on itself on a success.


Paralyzing Ray. The target must succeed on a DC^15 Constitu-
tion saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success.

If the characters promise not to harm her, Preeta
shares two Undermountain secrets with them.
Determine each secret by drawing a card from the
Secrets Deck (see appendix C).
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