Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

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Arch. Carved into the· middle of the east wall is a dec-
orative stone arch enclosing a blank wall (see "Arch
Gate to Level 2" below).
Furnishings. A wooden trestle table lies on its side
in the middle of the room. An iron chandelier with
melted wax candles is suspended from a rafter above
it by a rope tied off to a hook near the northern door.
Dead Halfting. Tucked behind an iron stove in the
northeast corner is a dead halfling in leather armor,
his face twisted into a mask of horror.
The halfling adventurer, Haddon Fleetfoot, refused
to serve the will-o'-wisp in area 2d and barricaded
himself in this guardhouse, believing that act would
prevent the will-o'-wisp from reaching him. An exam-
ination of his corpse and a successful DC 12 Wisdom
(Medicine) check reveals that he died from several light-
ning shocks.
Arch Gate to Level 2. The stone arch is one of
Halaster's magic gates (see "Gates," page 12). Its
stone frame has been carved to look like the trunks of
trees, and close inspection reveals the image of a dead
tree carved into its keystone. Its rules are as follows:


  • Touching the arch with a dead twig or branch causes
    the gate to open for 1 minute.

  • Characters must be 6th 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 12 on level 2, in the closest unoccupied space
    next to the identical gate located there.
    Treasure. Haddon's corpse wears a salvageable suit
    of halfling-sized leather armor. It clutches a silvered
    shortsword in one hand and a burnt torch stub in the
    other. A search of the corpse yields a dungeoneer's pack
    with spoiled rations and 5 torches remaining, and a
    small pouch containing 4 gp.



  1. CLOAKER DEN


A conclave of cloakers has taken over this series of cav-
erns. Wyllow has tried to frighten off the cloakers, so
far without success. A persistent, eerie moan emanates
from area 4e and can be heard throughout this complex
and well into the surrounding forest.

4A. EASTERN GATE
A 15-foot-high iron portcullis is embedded in the stone
wall at the mouth of a long tunnel. Rough-hewn stairs
just inside the tunnel climb to the top of the wall, which
is enclosed by stone battlements. There are no guards
stationed atop the wall or beyond the portcullis. The
winch to raise the portcullis is inside the tunnel, just
beyond the gate. The portcullis can also be lifted with a
successful DC 25 Strength (Athletics) check.

4B- C. SIDE CAVES
Two cloakers lurk here, one in each cave. They team up
against intruders. If one is killed, the other retreats to
area 4e and joins the cloaker there. The caves are bereft
of furnishings and treasure.

LEVEL 5 I WYLLOWWOOD

4D. WESTERN GATE
This gate resembles the one at area 4a, except that it
looks out over area 4e.

4E. CRYSTAL CAVERN
Crystal Decor. The walls of this 60-foot-high cavern are
covered with naturally formed crystal draperies that
resemble frozen waterfalls.
Moaning Fissure. A 30-foot-long, 10 -foot-wide, 20-foot-
deep fissure cuts across the middle of the ceiling like
an open wound. The ominous moan heard throughout
the complex originates from here and is made by a
cloaker hiding in the crack.
Gate. An iron gate is embedded in the east wall (see
area 4a for details).
Illusory Wall. A 20-foot-square section of wall south of
area 4d is illusory and conceals a tunnel. The illusory
wall has no substance, and creatures can pass right
through it. A successful dispel magic spell (DC 17)
dispels the illusion.

The cloaker is using its moan to draw others of its
kind to this location, hoping to form a conclave. If the
cloaker detects interlopers, it creates phantasmal du-
plicates of itself, emerges from the crack in the ceiling,
and attacks.
The crystal formations reflect and amplify nearby
light. The crystals also amplify sound, allowing it to
carry well beyond the cavern's confines. The crystals
otherwise have no properties or value.


  1. INNER F OREST
    A thorough exploration of this part of the forest reveals
    several items of note:
    Litter. The forest is strewn with rusty weapons, burnt
    torch stubs, empty bottles, and other worthless para-
    phernalia left behind by adventurers.
    Druidic Totems. Eerie totems hang from the trees.
    Made from twigs, feathers, and tattered bits of cloth,
    they look like crude dolls. (Each one is modeled after a
    humanoid Wyllow has killed.)
    General features of the forest are summarized in the
    "Forest Features" sidebar. Characters who engage in
    wanton destruction are accosted by several creatures,
    each of which has been the recipient of an awaken
    spell: four awakened trees, an awakened brown bear,
    two awakened elks, and three awakened giant wasps.
    These creatures are loyal servants of the archdruid.

  2. WYLLOW'S TOWER
    Wyllow's Tower is carved to look like a squat stone tree
    with twisted, stony boughs protruding from the walls.
    Thirteen giant bats hang from these crumbling limbs
    like ornaments, their wings wrapped tightly around
    their bodies. If the characters try to climb the tower, the
    bats attack. The bats otherwise fight only in self-defense
    or at Wyllow's command.
    At the base of the tower, on the south side, is a 12-foot-
    high arched double door made of carved stone. A rope
    hanging next to the door rings a bell when tugged. If
    the characters knock or ring before entering, Wyllow's

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