Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

Darribeth suffers from hallucinations and paranoia. If
the characters approach her in a calm manner, Darri-
beth smiles and says to the toad on her knee, "Look,
Teeha! I told you they're not demons. I wonder if Urgala
sent them."
Darribeth desperately wants to get back to her wife
Urgala, whom she hasn't seen in a decade. When last
they were together, Urgala and Darribeth were living in
Amphail, a town north of Waterdeep. In the intervening
years, Urgala moved farther north to the frontier town of
Triboar, where she took over a modest inn called North-
shield House. (See the adventure Storm King's Thunder
for more information on Urgala Meltimer and her inn.)
If her sanity is restored, Darribeth becomes her nor-
mal self-a curious and kind woman with a flair for
magic who doesn't mind bending rules for the greater
good. She speaks Common, Dwarvish, Halfling, and
Undercommon.
Darribeth has a rope of climbing that belonged to a
colleague who perished in the Underdark. She offers
it as payment for getting her back to the surface. In
addition, if any wizards are among her rescuers, she
lets them copy spells from her spellbook (see "Trea-
sure" below).
Once restored to her right mind and borne safely to
Waterdeep, Darribeth makes plans to return to Amphail.
There, she learns what became of her wife and reunites
with Urgala in Triboar. If the characters make the jour-
ney with Darribeth and all is well at Northshield House,
Urgala is so delighted by their act of kindness that she
offers them free room and board for as long as the inn
remains standing. Urgala and Darribeth remain lifelong
friends of the characters henceforth.


QUASIT
Darribeth's memory is fuzzy on where and when she
met her talking toad during her Underdark exploits. The
quasit, which Darribeth calls Teeba, has not revealed
its true form to her. In the form of a toad, it torments her
with false hopes of escape before dashing them. It has
told Darribeth, for instance, that hezrou demons are
nearby to keep her from leaving this cavern. If attacked
or exposed, the quasit turns invisible and flees.

TREASURE
Darribeth's spellbook contains the following spells: cone
of cold, counterspell, darkvision, detect magic, fireball,
fly, greater invisibility, ice storm.jump, mage armor,
magic missile, misty step, shield, suggestion, tongues,
and water breathing.
In addition to her spellbook, Darribeth carries a back-
pack missing a strap, within which she keeps material
components for her spells, a pouch containing 11 gp, a
dagger, a canteen, and a worn blanket. Fastened to the
backpack is a coiled rope of climbing.



  1. CROSSROADS
    The ceiling of this 30-foot-high cavern is studded with
    stalactites, and the floor is so uneven that it counts as
    difficult terrain. A search of the cavern reveals nothing
    dangerous or valuable.
    9. ALARM SYSTEM
    Sloped Roof. The ceiling is 30 feet high at the north-
    west end of the cave and gradually slopes down to 20
    feet high as the cavern narrows into a passage that
    leads to area 10.
    Tripwires. The uneven rock floor is dotted with small
    stalagmites, between which run nearly invisible trip
    wires made of webbing. These web strands set off hid-
    den rockfall traps.
    The driders in area 10 have strung thin web strands
    between some of the stalagmites, creating trip wires.
    Any creature that enters a square marked Ton the map
    has a 50 percent chance of breaking a strand and trig-
    gering a trap that releases rocks from a hidden crevice
    in the ceiling. If a trap triggers, all creatures occupying
    the trapped square must succeed on a DC 14 Dexterity
    saving throw or be struck by a falling rock for 5 (ldlO)
    bludgeoning damage. In addition, the sound of the fall-
    ing rocks alerts the driders in area 10.
    A character adjacent to a trapped square or in a
    trapped square can spot the trip wires with a successful
    DC 17 Wisdom (Perception) check, then track the thin
    webs to the point in the ceiling where the rocks are hid-
    den. Once it is spotted, a rockfall trap can be disabled
    with a successful DC 12 Dexterity check by a creature in
    the trapped square; failing this check triggers the trap.


TuNNEL TO EXPANDED DUNGEON
If you want to expand the dungeon north or east of
he re, assume that the tunnel in the north wall is hidden
behind a 1-foot-thick wall of rocks held in place by web
netting and clay mortar; characters can detect the false
wall with a successful DC 10 Wisdom (Perception)
check and break through it with ease.


  1. DRIDER LAIR
    Driders and Spiders. The northern half of the cave
    is home to two driders and five giant spiders. The
    driders hide in the natural alcove north of the en-
    trance, while the spiders crawl amid thick webs that
    fill the top 10 feet beneath the 30-foot-high ceiling.
    Hidden Arch. The southern half of the cave is filled
    with thick, sticky webs. (These webs conceal an arch
    embedded in a wall at the south end of the cave. The
    arch is not visible from the cave entrance because of
    the webs concealing it.)
    The driders while away the days carving zurkhwood
    figurines and writing poems on the caps of trillimacs in
    Undercommon. A sample haiku is presented below.
    My Queen of Spiders,
    Dark diamond of the Abyss,
    Snare me in your web.


ARCH GATE TO LEVEL 6
A character entering the cave through the arch gate au-
tomatically becomes stuck in the webs (see "Dungeon
Hazards" in chapter 5 of the Dungeon Master's Guide).
Carved into the arch are six stone niches, each one
containing a small stone figurine that weighs 1 pound.
The figurines represent a black dragon, a unicorn, an

LEVEL 4 I TWIST'ED CAVERNS
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