Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. UMBER HULK TUNNEL
    An umber hulk dug this tunnel, which descends hun-
    dreds of feet to area 1 on level 6.


9. DRAGON'S PLATFORM


Stone Platform. Built atop a natural mound of earth
and rock is a 70-foot-long, SO-foot-wide, 10-foot-high
stone platform covered with moss and ivy. Connected
to the platform are two stone walkways raised atop
20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river
to the east. (See area 10 for more information on
the bridge.)
Building. A mossy staircase climbs the south wall to the
top of the platform. There stands a 15-foot-high stone
building with a commanding view of the river and
stone doors set into its north, west, and south walls.
A crumbling faux battlement surrounds the fiat roof,
atop which sleeps a young green dragon with irides-
cent scales. A sword is lodged hilt-deep in its skull.

BUILDING INTERIOR
The building's outer doors are unlocked and push open
to reveal a dark, dusty room strewn with treasure accu-
mulated by the dragon (see "Treasure" below).
Arch Gate to Level 6. A door in the northeast corner
leads to a smaller chamber with an arch gate set into
the back wall (see "Gates," page 12). The arch is en-
graved with images of dancing dwarves. The rules of
this gate are as follows:


  • Standing within 5 feet of the arch and imitating the
    moves of the dancing dwarves causes the gate to open
    for 1 minute. The dance requires 1 minute to perform.

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

  • A creature that passes through the gate appears in
    area 10 on level 6, in the closest unoccupied space
    next to the identical gate located there.
    Treasure. The treasures inside the building are
    as follows:

  • 3,500 gp, 6,000 sp, and 15,000 cp in loose coinage

  • A 500 gp black pearl with a minor magical property (it
    glows faintly when undead are within 120 feet of it)

  • A potion of gaseous form

  • A spell scroll of heroes' feast


GREEN DRAGON
While asleep, the dragon relies on its passive Wisdom
(Perception) score to detect the approach of intruders
by scent and sound. The dragon feeds mostly on blind
fish and prefers to be left alone. If attacked, it lets out a
roar loud enough to be heard throughout Wyllowwood.
Wherever she is, Wyllow hears the roar and comes to
the dragon's defense.
The dragon, Valdemar, refers to itself as Tearulai and
won't willingly part with the sword stuck in its skull. Nor
will it allow characters to enter the building or use the
gate inside unless they have Wyllow's permission to do


LEVEL 5 I WYLLOWWOOD

so. If a character tries to deceive the dragon, it can make
a Wisdom (Insight) check contested by the character's
Charisma (Deception) check to see through the decep-
tion. A character who is caught lying to the dragon can
never win back its trust.
If the dragon is incapacitated, a character can use
an action to try to pull Tearulai from Valdemar's skull,
doing so with a successful DC 13 Strength check. Re-
moving the longsword in this way restores the dragon's
evil alignment and personality. From that point on, the
dragon considers Wyllow its mortal enemy.

TEARULAI
The longsword, Tearulai, is a sentient, neutral good
sword of sharpness with an emerald-colored blade and
precious gemstones embedded in its hilt and pommel.
The sword's magical properties are suppressed until it
is removed from Valdemar's skull.
Evil creatures can't attune to Tearulai; any evil crea-
ture that tries to do so takes 20 psychic damage. The
weapon's emerald blade can't be damaged or dulled,
and the sword can't be teleported anywhere without its
wielder while the two are attuned to one another.
Spells. The sword has 6 charges and regains ld4 +
2 expended charges daily at dawn. A creature attuned
to the sword can use an action and expend 1 or more
charges to cast one of the following spells from it with-
out material components: fly (2 charges), polymorph (3
charges), or transport via plants (4 charges).
Sentience. The sword has an Intelligence of 17, a
Wisdom of 12 , and a Charisma of 20. It has hearing and
truesight out to a range of 120 feet. It communicates
telepathically with its attuned wielder and can speak,
read, and understand Common, Draconic, Elvish, and
Sylvan. In addition, the sword can ascertain the true
value of any gemstone brought within 5 feet of it.
Personality. Tearulai admires great beauty, music,
fine art, and poetry. Vain, the weapon strives to improve
its appearance. It craves gemstones and seeks out bet-
ter ones with which to adorn itself. Most of all, it longs
to return to the forests around Myth Drannor, where it
was created. If its wielder's goals run counter to its own,
Tearulai attempts to take control of its wielder and es-
cape Undermountain, whereupon it can use its transport
via plants spell to return whence it came.


  1. MOSSY STONE BRIDGE
    An arching bridge of moss-covered stone spans the
    River of the Depths at a height of 30 feet, connecting the
    dragon's platform (area 9) to a rough-hewn tunnel that
    eventually winds down to level 7. Obscured by the moss
    are carvings of trees and vines.

  2. WE ALL FLOAT DOWN HERE
    A dead grim lock in a forlorn passageway is evidence of
    danger on the underground river.


llA. FALSE BOAT
Tethered to the mouth of a narrow cave at water level is
what appears to be an intact wooden rowboat that can
hold up to four characters and their equipment. The boat
and its tether are, in fact, a Large mimic with 67 (9d10
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