Waterdeep - Dungeon of the Mad Mage

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    1. hit points. The mimic adheres to any creature
      that steps into it or grabs its "rope." Once it has prey in
      its clutches, it untethers itself and drifts downriver at
      a speed of 15 feet while pounding its would-be meal to
      death with its pseudopod.




llB. GRIMLOCK SKELETON
The skeleton of a one-armed grimlock lies on the floor
where a narrow passage in the west wall intersects with
a wider tunnel heading north and south. Close examina-
tion reveals that the grimlock's bones have been picked
clean by acid, and its eyeless skull is turned toward the
narrow passage that leads west. The grimlock's bony
arm a nd hand also point in that direction. The skeleton
was left here by the mimic and hides nothing of value.


12. WEREBAT CAVES
These natural caves have uneven floors and 30-foot-high
ceilings. Enough light enters to dimly illuminate each
cave. In total, nine goblin werebats lurk here.
If combat breaks out anywhere in these caves, all the
werebats in the three sections of area^12 quickly join the
fray. Mobar (see area 14) remains where he is.

12A. WEREBATS IN BAT FORM
We rebats. Three goblin wer ebats (see appendix A)
hang from the ceiling in bat form, asleep. In this
form, they are indistinguishable from giant bats. The
werebats awaken if they a re attacked or otherwise
disturbed.
Rack. A crude weapon rack made of lashed bones
s tands in the middle of the cave.
If they awaken, the werebats either attack intruders in
bat form or drop to the floor, assume goblin form, and
arm themselves.
The rack holds three scimitars, three shortbows, and
three leather quivers each containing^20 arrows.

12B. WEREBAT S IN GOBLIN FORM
Three goblin werebats (see appendix A) in humanoid
form crouch in the middle of this cave. One of them is
using a whetstone to sharpen its scimitar, while the oth-
ers fashion arrows out of sticks, feathers, and flint.

12c. WEREBATS IN BAT FORM
Three goblin werebats (see appendix A) lair here in bat
form. The cave is otherwise identical to area 12a.

1 3. DINING CAVE
The goblin werebats have communal dining habits and
prefer to eat together in this cave, the floor of which is
littered with the bones and exsanguinated corpses of
dead rodents, shoe-sized crickets, and blind fish.

1 4. WEREBAT Boss
Precious little light reaches this large cave, which is set
aside for the werebat boss, a particularly sinister goblin
named Mohar. He prefers to re main in hybrid form-his
most fearsome aspect. In all three of his forms, Mobar's
left eye is blinded by a cataract, and he has a shock of
white hair.

Mobar has the statistics of a wer ebat (see appendix
A), with these changes:


  • Mohar has 42 hit points.

  • Due to poor depth perception, he has disadvantage on
    any attack roll against a target more than 30 feet away.
    Mobar is smitten by Wyllow and follows her instruc-
    tions without question. He spends his idle hours making
    gifts for her and, in bat form, leaving them in front of
    her tower. The lovestruck fool is otherwise bereft of
    conscience, and he presides over the werebat tribe with
    iron-fisted resolve. As a rule, he does not treat with ad-
    venturers; he'd rather rob them and feed on their blood.
    If combat breaks out here, the werebats throughout
    area 16 investigate, converging on this location.


TREASURE
Mobar's cave is unfurnis hed except for a moldy old
wooden chest sitting on a natural shelf^10 feet off the
floor in the room's southwest corner. The chest is un-
locked and contains^60 gp in a leather pouch, three
wooden holy symbols of Malar, a potion of greater
healing in a varnished gourd, a pair of dainty slippers,
six bleached human skulls, a beautifully carved ivory
figurine of Wyllow (25 gp), and a chalice hewn from blue
quartz (25 0 gp). Hanging from a hook on the inside lid
of the chest is an iron master key that fits all the doors
in areas 18-24. The head of the key is shaped like a
dwarf's stern visage.

15. BAT CAVE
Scores of harmless bats roost here, their guano cover-
ing the floor of the unlit cave in sticky mounds. If bright
light shines into the cave or intruders enter, the bats flut-
ter about in distress before exiting the cave and swarm-
ing above the village. The werebats in areas^12 , 14, and
16 investigate the disturbance, attacking any intruders
they encounter on their way here.


  1. WEREBA T CAVES
    These dark, rough-hewn caves have rubble-strewn
    floors and 30-foot-high ceilings. In total, nineteen goblin
    wereb ats (see appendix A) dwell here.
    If combat breaks out anywhere in these caves, all the
    werebats in the four sections of area 16 quickly join the
    fray. The noise also alerts the werebat boss in area 14,
    who investigates.


1 6A. WEREBATS IN BAT FORM
Werebats. Three goblin wer ebats (see appendix A)
hang from the ceiling in bat form, asleep. In this
form, they are indistinguis hable from giant bats. They
awaken if they are attacked or otherwise disturbed.
Niches. Three niches in the south wall hold weapons.
The werebats either attack intruders in bat form
or drop to the floor, assume goblin form, and arm
themselves.
Each of the three niches contains a scimitar, a short-
bow, and a leather quiver holding 20 arrows.

U:VEL 5 I WYLL.OWWOOD
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