Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

Bathroom and S auna. The inner chamber is
equipped with a working sink, toilet, and bathtub crafted
from polished green marble, with rusty iron fixtures. A
wooden bench stands against the southwest wall, with
hooks above it that hold musty old towels. Vents in the
floor around the bench spew hot steam when an iron
valve under the bench is turned.
Bedroom. The outer chamber is a bedchamber that
has the following features:
Decor. Tattered rugs woven with images of tigers bat-
tling scorpions cover the floor. The walls are painted
with faded images of serpents.
Furnishings. A wooden bed carved with serpentine mo-
tifs stands against the northeast wall, draped in dusty
quilts and flanked by nightstands. Atop each night-
stand are nine half-melted wax candles. Under the bed
are the dry, shed skins of two large snakes. (The ser-
pents retreated into the woods and died long ago.)
Altar. Against the northwest wall stands a bloodstained
wooden altar decorated with silver and bronze de-
signs of claws, fangs, beaks, and eyes. Piled around
the altar are dozens of bleached human skulls.
Treasure. A search of the altar accompanied by a suc-
cessful DC 15 Wisdom (Perception) check reveals a se-
cret compartment in one side. The compartment holds
a wooden scroll tube carved with images of centipedes,
inside which is a spell scroll of speak with animals.


18D. VACANT APARTMENT
This apartment consists of a spacious bedroom and
an adjoining bathroom equipped with a working sink,
toilet, and bathtub, all crafted from polished stone, with
rusty iron fixtures.


  1. LOOTED CLOISTERS
    This windowless stone building contains apartments
    formerly used by rank-and-file Malar cultists. Stone
    doors throughout are fitted with locks, though the doors
    are unlocked at present. The building also has the fea-
    tures detailed in the "Lighting and Plumbing" sidebar.


19A. RANSACKED QUARTERS
The walls of this room are carved to look like natural
rock, giving the chamber a cave-like appearance. The
room has been ransacked a nd contains the following:
Furnishings. Six overturned beds, six empty chests, a
shattered table, and six smashed chairs are strewn
about. A few bleached human skulls, wooden bowls,
and wooden tankards also lie on the floor.
Canoe. An intact canoe hangs by hooks from the ceiling.
It can hold up to six characters and their gear. Packed
inside the canoe are four oars.

19B. VACANT BATHROOM
This room contains a working sink, toilet, and bathtub,
all carved from stone and fitted with rusty iron fixtures.

19c. TRASHED QUARTERS
This room is strewn with broken furnishings. A thor-
ough search also reveals a pair of r usted (but still func-
tional) hunting traps.

A narrow door leads to a smaller side room, the walls
of which are lined with bare hooks.



  1. MALAR'S TABERNACLE


    This building is taller than the others, with a peaked
    roof 30 feet high. Iron spikes line the peak, while carv-
    ings of basilisks, chimeras, dragons, and manticores
    snarl from where they perch on the outer walls.
    The cult of Malar would gather to worship here. The
    building's stone doors are fitted with locks, though they
    are unlocked at present. The building consists of one
    large, opulent room with the following features:
    Decor. The floor is tiled in green marble, and the walls
    are painted with lifelike forest scenes that depict pred-
    ators stalking prey.
    Alta r. In the middle of the tabernacle is a block of blood-
    stained white marble (see "Altar" below).
    Dead Cultist. Lying near the altar is an inanimate hu-
    man skeleton clad in tattered hide armor. Next to it are
    two halves of a broken spear, as well as the charred
    and splintered remains of a wooden shield. (These are
    the remains of a cultist who was killed by a chimera.)




ALTAR
If fresh blood is spilled on the altar, a hostile chimer a
magically appears in an unoccupied space within the
tabernacle and attacks all other creatures, disappearing
when it is reduced to 0 hit points or after 10 minutes
have elapsed. The summoned chimera is immune to
the charmed and frightened conditions, and it can't
leave the tabernacle. Once the altar has summoned a
chimera, it can't do so again for a tenday.
Whoever drops the chimera to 0 hit points gains
inspiration-a minor blessing from the god Malar.


  1. ABANDONED BARRACKS
    Cult warriors slept and trained here. Stone doors
    throughout are fitted with Jocks, though all doors are
    unlocked at present. The building has both lighting and
    plumbing (see the "Lighting and Plumbing" sidebar).


21A. TRAINING AREA
These rooms were set aside for cultists to spar and hone
their martial skills.
North Room. A woven black mat covers the floor of
this room, and dented shields hang from wall hooks.
South Room. Seven wooden mannequins decked
in rusty helms and breastplates occupy this room.
Three of the mannequins have rusty daggers sticking
out of them.

21B. SLEEPING QUARTERS
This apartment consists of a spacious barracks and a
smaller adjoining bathroom.
Barracks. Six wooden bunk beds with moldy mat-
tresses stand in a row. Discarded rugs, emptied chests,
broken dishware, and rusty weapons lie scattered about.
Bathroom. This chamber has three sinks, a toilet,
and a bathtub, crafted from polished stone with rusty
iron fixtures, all in working order.

LEVEL 5 I WYLLOWWOOD
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