Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

Exploring This Level


All location descriptions for Wyllowwood are
keyed to map S.



  1. RIVER OF THE DEPTHS
    Large blind fish swim up and down this dark, sluggish
    river that flows from level^4 and meanders down to the
    Underdark, plunging over waterfalls every mile or so.
    The river's depth varies from a few feet to as much
    as 30 feet in spots. Characters who trawl the depths
    for treasure might find the odd bauble here and
    there, or possibly something more dangerous like a
    sleeping hydra.
    At various points along the river are crude wooden
    signs, each one carved with the word "Underdark" in
    Goblin and an arrow pointing downriver.

  2. FOREST
    Between the forest and the underground river are nar-
    row, pebbled beaches upon which Wyllow has planted
    carved wooden signs that bear the following warning in
    Common, Draconic, and Elvish: BEHOLD WYLLOW'S
    WOOD. HARM NOT, LEST YE BE HARM'D.
    General features of the forest a re summarized in
    the "Forest Features" sidebar. Specific regions are de-
    scribed in the sections that follow.


2A. RIVERSIDE FOREST
The trees growing alongside the river are some of the
biggest in Wyllowwood. Their gnarled boughs form a
tangled canopy that overhangs the pebbled beaches.
Bears come to the river's edge to fis h, and deer and elk
come to drink a nd bathe.

2B. ETTERCAP FOREST
The trees in this part of the forest are shrouded with
thick webs, and dead animals wrapped in silken co-
coons hang from the boughs. Five ettercaps and ten
giant spider s live in the trees and attack interlopers.
Wyllow considers these creatures to be part of Wyllow-
wood's natural ecosystem but keeps them from spread-
ing beyond the marble walkways to the west and south.

2C. MOANING FOREST
Characters passing through this part of the forest can
see Wyllow's tower (area 6) through the trees and hear
an eerie moa n coming from the northwest. (The source
of the incessant moaning is the cloaker in area 4e.)

2o. OLD GRAVE
Thin rays of sunlight or moonlight penetrate the dense
canopy of this old forest, whose trees are covered
with moss.
At night, a will-o'-wis p lures adventurers to a grave in
the middle of this cavern. The grave stands amid a grove
of dead, burned trees. It is marked with a headstone that
reads in Common, "Here lies Crissann, human friend
and companion." The top of the gravestone is carved
in the shape of a rose. A detect magic spell cast in the
vicinity reveals a source of evocation magic buried in
the earth (see "Treasure" below).

F OREST F EATURES
Wyllowwood's forest contains both deciduous and conif-
erous trees, as well as berry bushes and other shrubs. All
kinds of flowers g row here, but no roses, because Wyllow
doesn't like them.
Most of the trees are mature, with heights of^30 to^50
feet. Foot trails meander between them, and any character
who succeeds on a DC^15 Wisdom (Survival) check to
search for tracks can see the slender footprints of a solitary
humanoid-a female elf-among the tracks left by various
other forest inhabitants.
Running through the forest are c rumbling,^20 -foot·high
walkways atop ivy-covered, white marble a rchways sup·
ported by thick white marble columns. Some sections of
the walkways have collapsed due to age or seismic activity.
The characters are free to pick berries, gather fallen
branches, collect acorns and pinecones, and rest on
moss-covered logs. Chopping down a tree, starting a fire,
killing an animal, or any simila r act of destruction will
not be tolerated. Wyllow has many spies in the forest,
which speed to her tower to communicate the party's m is·
deeds. If so informed, she moves swiftly to eradicate the
trespassers.

The will-o'-wisp is Crissann's disembodied spirit.
During the day, it hovers invisibly over the grave. With
a whispery voice, it says, in Common, "Take my wand.
Use it to destroy Wyllow, the elf witch!" If the characters
obtain the wand from the grave, the will-o'-wisp tries to
lead them to Wyllow's tower and a showdown with the
archdruid. If the characters refuse to avenge Crissann,
the will-o'-wisp attacks them. Otherwise, it considers
the characters its allies. IfWyllow is defeated, the will-
o'-wisp is overcome with despair and turns against the
party, fighting until destroyed.
Treasure. Characters who dig up the grave find a hu-
man skeleton clad in tattered clothes and a fully charged
wand of fireballs.

2E. WESTERN FOREST
The forest continues off the map a nd follows the under-
ground river for several hundred feet. The forest floor is
littered with statues of birds and mammals, creatures
petrified by a basilisk that wanders these woods.


  1. GUARDHOUSES


Two windowless stone guardhouses with peaked, slate-
tiled rooftops stand in the middle of the forest where
several elevated walkways converge. T he buildings were
built on higher ground than the surrounding forest, and
their stone doors are unlocked.

3A. NORTH GUARDHOUSE
A rusty lantern hanging from a rafter has a continua/
flame spell cast on it, brightly illuminating a musty room
that contains four wooden beds with moldy mattresses.
At the foot of each bed is an empty, overturned chest.

3B. SOUTH GUARDHOUSE
Each door of this guardhouse is barricaded shut from
within and requires a successful DC^15 Strength (Ath-
letics) check to force open. Piled behind the doors are
broken chairs, shattered benches, and empty chests.
Inside the building, characters find the following:

I E\'EL^5 WYLLOW\1001> ii
Free download pdf