Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

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  1. MESS HALL
    The cu ltists cooked meals and ate here before a hunt.
    The werebats have thoroughly looted the building, leav-
    ing its stone doors ajar. This structure has lighting and
    plumbing (see the "Lighting and Plumbing" sidebar).


22A. PANTRY
This room smells like rotting fish and vinegar. Toppled
stone shelves, smashed barrels, and broken casks fill
this chamber. A thorough search yields ten empty sacks
and a drained wineskin that are salvageable.

22B. LARDER
Statue. This room is cold. Frost coats the walls and
floors, becoming thicker around a life-size statue
of a dwarf that stands against the south wall. The
dwarf appears to be covered in brown fur (actually
brown mold).
Hook s and Chains. Rusty meat hooks and chains dan-
gle from the rafters.
The statue is a dwarf who was petrified by a basilisk
over a thousand years ago. A patch of brown mold (see
"Dungeon Hazards" in chapter 5 of the Dungeon Mas-
ter's Guide) covers the dwarf and chills the room.

22c. KITCHEN
This kitchen is equipped with a long wooden trestle
table, a pair of iron stoves, and stone shelves. The were-
bats have ransacked the kitchen, breaking most of the
dishware in the process. The floor is covered with bro-
ken crockery and glass. Nothing of value remains.

22D. MESS HALL
Chandeliers. Four chandeliers made from old wagon
wheels hang from the rafters by frayed ropes. Melted
wax trails down from them like icicles.
Furnishings. Wooden tables and benches stand in
rows beneath the chandeliers. Empty tankards lie
scattered on the tables and the floor amid dust, mold,
and cobwebs.

23. DESEC RATE D SANCTUARY
This windowless stone building was set aside for cult
initiates. The building has lighting and plumbing (see
the "Lighting and Plumbing" sidebar).

23A. HALL OF P RAYER
Boars. Two hostile boars have crept into this room in
search of food. They attack anyone who comes within
10 feet of either of them.
Decor. The floor is strewn with frayed prayer mats. Six
tapestries lie heaped in a corner.
Empty Vestry. The smaller room to the north has bare
hooks on the walls. (This is where the tapestries used
to hang, until the werebats tore them down.)
Treasure. Each torn tapestry depicts a wilderness
battle between primitive human hunters and one or
more monsters, including a unicorn, a displacer beast,
an owl bear, a pack of worgs, and a griffon. Casting a
mending cantrip on a tapestry restores its value (25 gp).

LEVEL 5 I WYLLOW\VOOD

23B. INITIATES' Q,UARTERS
Furnishings. Eight rows of bunk beds stacked four high
run the length of this room.
Wreckage. Along the walls are piles of splintered wood,
the remains of shelves where cult in itiates once stored
personal belongings.
Bathroom. The small room to the south contains a
working sink, toilet, and bathtub, all crafted from pol-
ished stone with rusty iron fixtures.


  1. ANIMAL CLOISTE RS
    The cultists of Malar kept various beasts here under
    lock and key. None of the building's stone doors is cur-
    rently locked, however. The building has lighting and
    plumbing (see the "Lighting and Plumbing" sidebar).


24A. BEASTKEEPERS'Q,UARTERS
Furnishings. Six wooden beds line the walls of this
room. At the foot of each bed is an empty chest.
Padded Suit. Draped over a wooden mannequin against
the north wall is a suit of padded armor, a pair of thick
padded mittens, and an open-faced helm fitted with a
steel grill. (Cult members wore this cumbersome out-
fit while training beasts. It functions as padded armor
but provides no Dexterity modifier to the wearer's AC.)
Bathroom. The small room to the north contains a
working sink and toilet crafted from polished stone
with rusty iron fixtures.

24B. AVIARY
A permanent silence spell suppresses all noise in this
room. A successful dispel magic spell (DC 16) ends the
effect. Hanging from rods mounted to the walls are a
dozen empty iron birdcages. Countless old feathers lie
strewn across the dusty floor.

24c. BEAST CAGES
This room contains six empty iron cages, each 5 feet
on a side and secured with a rusty padlock. A padlock
can be picked open with thieves' tools and a successful
DC 15 Dexterity check; it can also be broken off with a
successful DC 15 Strength (Athletics) check or a solid
weapon hit (AC 15).

Aftermath


If Wyllow is killed, the werebats notice her absence
within a few days. After working up the courage to ex-
plore and loot her tower, they use the calendar stone
inside to trap Wyllowwood in a state of perpetual n ight.
Over time, this has the effect of killing off the plants that
need sunlight to survive.
In the absence of the archdruid's protection, the were-
bats and other predatory monsters raid the dying wood
and kill most of the birds and mammals. IfTearulai is
still lodged in Valdemar's skull, the dragon holds back
the encroaching monsters as best it can.
If Tearulai and Valdemar are separated and the
dragon survives, it rekindles its enmity with the arch-
d ruid and anyone else who would curtail its evil predi-
lections. Wyllow commands newly arrived adventurers
to dispose of the dragon, banishing those who refuse.
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