Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

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usher, Halastree, greets them and leads them to area
6a. Halastree is an awakened tree whose trunk Wyllow
carved in the likeness of Halaster. It speaks Common
and is exceptionally polite. If the characters enter the
tower unannounced, they get as far as area 6a before
encountering someone.
All rooms in the tower are brightly lit by beams of
magical light, which emanate from the ceiling and shine
down on the dusty, tiled floor.
All doors in the tower are made of carved stone. All
ceilings are 10 feet high, except in area 6a.

6A. WYLLOW'S THRONE ROOM
Detritus. Dead leaves and twigs cover the dusty floor.
Balcony. The room has a vaulted ceiling 20 feet high.
Stone pillars carved to look like trees support a
10-foot-high stone balcony that runs a long the north,
east, and south walls. The trees' stone branches serve
as the balcony's railings.
Archdruid and Friends. Wyllow is here, attended
by Crissann, her displacer beast companion, and
Halastree, her awakened tree usher. Wyllow wears a
gold key on a string around her neck (see "Treasure"
below). The archdruid sits meditating in a throne of
yellow crystal that stands in the western a lcove. The
throne has eyes carved into it.
Secret Doors. Flanking the crystal throne are two se-
cret doors. One swings open into area 6b, the other
into area 6c.
Wyllow's crystal throne was carved by dwarves and
given to her by her late husband, Yinark. A detect magic
spell reveals an aura of divination magic around it. A
creature seated on the throne has advantage on Wisdom
(Insight) checks.
For information on Wyllow, see the "Wyllow" section
at the start of the chapter. The archdruid is friendly to-
ward visitors who have done nothing to anger her. The
displacer beast and the awakened tree fight to the death
to defend her.
Characters who do nothing to antagonize Wyllow can
secure safe passage through her demesne, though she
warns them to steer clear of the goblin werebats and
show the green dragon the respect it's due. She knows
the locations of Wyllowwood's gates and how to activate
them (see areas 3b, 6i, and 9), as well as the passages
leading down to levels 6 and 7. If the characters slay
the cloakers north of her tower (in area 4), Wyllow will
share this information with them.
Treasure. The gold key in Wyllow's possession un-
locks the chest in area 6g. The key is worth 25 gp.

6B. HIDDEN ARMORY
Frescoes. The walls bear frescoes that depict
skirmishes between surface elves and drow, cul-
minating in an epic showdown with Lolth in the
Demonweb Pits.
Table. An ornately carved stone table in the middle of
the room has several dust-covered objects resting on
it. Leaning against the table is a wooden staff with sil-
vered tips, draped in cobwebs.

LEVEL 5 f WYI.LOWWOOD

Treasure. Characters who clear away the dust can
see the objects on the table more clearly: a suit of hide
armor of resistance (lightning) made of stitched rothe
hide and fur, a silvered scimitar, and a leather quiver
containing 20 silvered arrows. The staff leaning against
the table is a silvered quarterstaff.

6c. STAIRS UP
Frescoes. The walls are carved with frescoes depicting
exchanges of gifts between dwarves and elves.
Staircase. A stone spiral staircase in the northwest
corner curls up 10 feet to area 6e and continues up
another 10 feet to area 6h.

6D. HALL OF THE FOREST KING-DOM
A .flight of stairs connects this room to the lower floor.
The room is empty except for frescoes on the walls de-
picting an elven forest kingdom.

6E. HALL OF THE SKY CHARIOTS
Frescoes. The walls are carved with frescoes that
depict elves in cloud chariots pulled by fiery horses,
coursing through the starry skies.
Staircase. A stone spiral staircase in the northwest
corner descends 10 feet to area 6c and climbs 10 feet
to area 6h.
The stone door to area 6f has an arcane lock spell
cast on it. A button carved in the shape of a twinkling
s tar is hidden in a nearby wall fresco; a character who
searches the wall spots it with a successful DC 17 Wis-
dom (Perception) check. When the star-shaped button
is pushed, the door swings inward. The door can also
be opened with a knock spell or forced open with a suc-
cessful DC 25 Strength (Athletics) check.

6F. WYLLOW' S STAFF OF FLOWERS
The door to this narrow room is magically locked from
the outside (see area 6e) but pulls open easily from the
inside. The room contains the following features:
Debris. Broken staffs litter the dusty floor.
Table. A beam of light shines down on a narrow, rect-
angular stone table in the middle of the room. On the
table rests a wooden staff carved with floral motifs.
Wyllow dabbles in magic item creation. The broken
staffs testify to her numerous failures. The intact staff
on the table represents her only success to date.
Treasure. The staff resting on the table is Wyllow's
staff of flowers, a common magic item to which anyone
can attune. While holding the staff, a creature can use
an action to expend 1 charge from the staff and cause
a flower to sprout from a patch of earth or soil within 5
feet of it, or from the staff itself. Unless a specific kind of
flower is chosen, the staff creates a mild-scented daisy.
Wyllow's staff is peculiar in that it can't create roses,
which the archdruid dislikes. If a rose is chosen, a daisy
grows instead. The flower is harmless and nonmagical,
and it grows or withers as a normal .flower would.
The staff has 10 charges and regains ld6 + 4 ex-
pended charges daily at dawn. If its last charge is ex-
pended, roll a d20. On a 1, the staff turns into black rose
petals and is lost forever.
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