Waterdeep - Dungeon of the Mad Mage

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the woods she called home. Determined to keep Wyllow
in Undermountain, Halaster used several wish spells to
create a magical forest for her, but even this gift wasn't
enough to offset the druid's languor. When Yinark for-
bade her from ever returning to the surface, Wyllow
grew positively despondent. The relationship soured and
turned violent. A volley of spells on both sides resulted
in Yinark's death. After Wyllow's fury abated, all that
remained was undying grief and encroaching madness.
She remains in Undermountain in accordance with
Yinark's wishes, a prisoner of her own guilt.
Undermountain is Wyllow's home now, and all mem-
ory of the surface world has faded from her mind. She
is distant but kind toward those who pass harmlessly
through her domain, but turns violent whenever her
forest or its peaceful denizens are threatened. Before
setting out to destroy interlopers, she rallies the green
dragon and the werebats, using them to soften up her
adversaries. She can also summon six awakened trees
from the forest with a whistle.
Wyllow's displacer beast companion, Crissann, is
named after a human mercenary whom the elf be-
friended many years ago. Before this friendship could
blossom into a romance, Halaster intervened and used
his magic to turn Wyllow's new friend against her. The
heartbroken druid slew Crissann in the woods with the
help of several forest creatures and vowed never to let
another mortal touch her heart so deeply.
Wyllow has conflicted feelings about Halaster. She is
grateful to him for providing her a home and keeping
Wyllowwood alive with his magic, but she blames him
for Yinark's death. She also pities him, for the Mad
Mage too appears to be trapped in a prison of his own
making. Wyllow believes he is no longer human, but an
immortal entity composed of pure magic. Thus, she has
given up any hope of being rid of him.

WYLLOW'S STATISTICS
Wyllow is a moon elf archdruid (see appendix A), with
these changes:


  • Wyllow is chaotic neutral.

  • She has these racial traits: Her walking speed is 35
    feet. She has darkvision out to a range of 60 feet.
    She has advantage on saving throws against being
    charmed, and magic can't put her to sleep. She speaks
    Common, Druidic, and Elvish.


VALDEMAR (TEARULAI )
This young green dragon, once a lawful evil creature,
experienced a change in alignment and personality
when an adventurer impaled it through the skull with
a sentient, emerald-bladed sword of shai:pness named
Tearulai. The dragon now refers to itself as Tearulai and
has the longsword's neutral good alignment. It sleeps
atop a platform overlooking the River of the Depths,
guarding its treasure.
Wyllow once set adventurers against Valdemar, hop-
ing to destroy the evil dragon, but the dragon's change
of alignment caused Wyllow to reconsider their relation-
ship. Now that Valdemar and Tearulai are one, the arch-
druid considers the dragon part ofWyllowwood's eco-
system. The two currently enjoy a peaceful coexistence.


LEVEL 5 I WYLLOWWOO'D

GOBLIN WEREBATS
South ofWyllow's tower stands a large complex of
ornate stone buildings that used to be home to a cult
of Malar, the Beast Lord. Wyllow allowed these evil
humans to hunt in her forest, but they abused the privi-
lege-so the archdruid and her green dragon ally eradi-
cated the cultists.
The village and its environs stood empty for years
until a congregation of goblin werebats took residence
in the caves around the buildings. The werebats prefer
the dank caves to the structures, which have largely re-
mained abandoned. Wyllow allows the werebats to feed
on stray vermin and adventurers. They wisely acknowl-
edge the arch druid as master of the forest and leave her
animals and her dragon ally alone.

WANDERING MONSTERS
Wyllowwood is a thriving ecosystem. The woods sup-
port awakened shrubs, awakened trees, bats, bears,
blink dogs, boars, deer, elk, rodents, small birds, and
other denizens of temperate forests. Carrion crawlers,
ettercaps, giant spiders, and owlbears make occasional
forays into the woods as well.
If your game session needs a jolt, try using one
of the following encounters or an encounter of your
own design.

BEAR WITH Us
A timid black bear shadows the characters, hoping to
scavenge a tasty offering. If they feed the bear, it follows
them like a companion and expects to be fed regularly.

TREE BELIEVERS
As the heroes pass through the forest, two awakened
trees interrogate them in Common, demanding to know
the reason for their intrusion. If the characters are look-
ing for shelter, safe passage to deeper levels of Under-
mountain, or information, the trees offer to escort them
to Wyllow's tower (area 6).

VOOL THE OUTCAST
A rash of attacks against the deer of the forest threat-
ened to turn Wyllow against her goblin werebat neigh-
bors until it was revealed that the culprit of all the
bloodletting was a single goblin wereb at (see appendix
A) named Vool. To appease the archdruid, the other
werebats drove Vool out of their village. He found a se-
cluded cave nearby (see area 17) and took refuge there.
He ventures out once a day to feed but avoids contact
with his kin.
If Vool catches sight of the party, he tries to feed on
a lone straggler. If captured or cornered, he apologizes
for his uncontrollable blood lust and offers to make
amends by serving as a faithful guide. He's lonely and
genuinely in search of companionship, but be is without
honor or decency. In an attempt to win favor and distract
the characters from his own shortcomings, Vool tries
to turn them against Wyllow, painting the archdruid as
a creature of pure madness and malevolence. He also
shares rumors of "great treasures" that are hidden in-
side Wyllow's tower.
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