Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
umber hulk, an owlbear, a minotaur, and a manticore.
Carved into the wall inside the arch is a stylized image
of a mountain with a full moon symbol above it. Close
inspection of the moon reveals a half-inch-diameter hole
in the middle of it.
The arch is one of Halaster's magic gates (see "Gates,"
page 12). Its rules are as follows:


  • If the horn of the unicorn figurine is inserted into the
    hole in the moon symbol, the gate opens for 1 minute.
    None of the other figurines have protrusions that fit
    in the hole.

  • Characters must be 9th level or higher to pass through
    this gate (see "Jhesiyra Kestellharp," page 10). The
    first creature to pass through the gate triggers an el-
    der rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 27 on level 6 , in the closest unoccupied space
    next to the similar gate located there.


TREASURE
One drider has a set of calligrapher's tools. The other
drider carries a set of woodcarver's tools and three
carved zurkhwood statues of Lolth (1 gp each).


  1. DROW OUTPOST


The drow of House Auvryndar established this outpost
after discovering the arch gate in area 11c. All told,
this area contains a drow priestess of Lolth named
Melith Auvryndar, a female drow mage named Thirza
Helviiryn (Melith's consort), two female drow elite war-
riors named Balryn and Talafaere, and four male drow
named Altonrel, Kalanszar, Rezz, and Tsabalin.


llA. MAIN CAVERN
Drow. Two male drow (Altonrel and Rezz) and a female
drow elite warrior (Balryn) stand watch atop a ridge
of natural rock in the middle of this 30 -foot-high cave.
Fungi. Barrelstalk and ripplebark grow in small gar-
dens around the ridge.
Provisions. Stacks of supplies and gear neatly line
the walls, while a small iron pot sits on stones in
one alcove.
If the characters enter in a nonthreatening manner,
the guards are cautious but willing to summon their
leaders to speak on their behalf. If greeted with hostility,
the drow elite warrior sounds the alarm with a single
whistle, bringing reinforcements from areas llb and
l lc. If the battle is not going their way, a second whistle
brings the q uaggoths from area 12b.
Treasure. Balryn wears an obsidian scarab bearing
the insignia of House Auvryndar (25 gp).
The supplies stored in this cave include a set of car-
penter's tools, a set of leatherworker's tools, five sets
of manacles, and enough rations to feed one humanoid
for 90 days or the entire drow contingent (including the
drow in area 12a) for 9 days.

llB. A LITTLE PRIVACY
Drow. Melith, a drow priestess ofLolth and the leader
of this outpost, meditates and prays before a shrine of

LEVEL 4 j TWISTED CAVERNS

Lolth while her consort, the drow mage Thirza, sits at
a zurkhwood desk reading her spellbook.
Furnishings. The cave contains two sleeping pallets
and a zurkhwood chest. A skewered darkmantle
cooks over a spider-shaped bronze brazier filled with
flaming coals.
If she had her way, Melith would launch a full-scale
assault on the kuo-toa, wipe them out, and then deal
with the aboleth. As things are, she relies on her sister,
T'rissa Auvryndar (see level 3), for soldiers, and T'rissa
does not support such a strategy. So, armed with only
a small force, Me!ith has been forced to watch and
wait as the aboleth and the kuo-toa plot to annihilate
one another.
Melith is happy to let adventurers meddle in the war
between the aboleth and the kuo-toa. If the characters
approach her peacefully, she suggests a temporary- but
mutually beneficial-alliance. Melith knows that the only
route between this level of Undermountain and the next
one down is the underground river. If the characters
slay the aboleth or the kuo-toa archpriest and return to
her with proof of its demise, Melith promises to furnish
them with a raft that they can use to navigate the under-
ground river and continue their descent through Under-
mountain. Such a raft is stored in area 14, and Melith
makes good on her promise.
Though she has great affection for Melith, Thirza sees
any alliance with the characters as an opportunity to
elevate herself in the eyes of Melith's mother, Vlonwelv.
After Melith concludes her business with the characters,
Thirza prepares and casts a sending spell to contact
Vlonwelv. She warns Vlonwelv that Melith has released
a group of adventurers from her custody instead of
killing them. After thanking Thirza for the information,
Vlonwelv curses her daughter's foolishness and awaits
the adventurers' arrival.
Treasure. The drow priestess wears two silver brace-
lets set with onyx (25 gp each). She carries a flask of
wine and the key to the room's zurkhwood chest, which
contains 500 gp. The lock on the chest can be picked
with a successful DC 15 Dexterity check using thieves'
tools, or opened with a knock spell or similar magic.
Melith's shrine contains a 1-pound obsidian figurine
of the demon goddess Lolth in spider form (25 gp) and
eight sticks of incense (5 gp each). Each stick burns for
up to 8 hours and emits a sickly odor.
Thirza carries a spell scroll of gaseous form in a wa-
terproof zurkhwood tube, 25 pp in a spider silk pouch,
and her spellbook, which has black leather covers traced
with webs of gold. The book contains the following
spells: alter self, cloudkill, Evard's black tentacles, fly,
greater invisibility, lightning bolt, mage armor, magic
missile, misty step, sending, shield, sleep, spider climb,
web, and witch bolt.

llc. ARCH GATE TO LEVEL 2
Drow. Two male drow (Kalanszar and Tsabalin) and a
female drow elite warrior (Talafaere) rest here.
Arch Gate. An archway is set in the back wall and
carved with images of falling coins. A thin slot is
carved into the arch's keystone.
Pallets. Six pallets lie spread out in the room.
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