Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
each alcove has drain holes in the floor. The showers
draw cold water from an underground river.
Secret Door. A secret door in the back of the east alcove
opens into a rea 37c.

37B. SAUNA
Heating Tank. Heat billows from vents built into the
sides of an 8-foot-tall, 5-foot-diameter cylindrical
copper tank in the middle of the room. A copper pipe
extends upward from the tank and disappears into the
ceiling. A fire ele menta l rages inside the tank.
Iron Wheel. A small iron wheel protrudes from the wall
just inside the door.
B enches. Black marble benches hug the wall.


When cold water from an underground river is fed into
the tank through the pipe, the fire elemental turns the
water into s team. The steam billows out through vents
in the cylinder's sides, making the room into a sauna.
T he tank is a Large object with AC 11 , 45 hit points,
and immunity to fire, poison, and psychic damage. If the
tank takes more than 10 damage, the elemental escapes
and attacks all other creatures it encounters until it is
destroyed.
Rust has caused the iron wheel to seize up, and it
takes a s uccessful DC 15 Strength (Athletics) check to
turn it. Turning the wheel clockwise sends water pour
ing down the pipe and into the tank.


37C. HIDDEN SHRINE OF ABBATHOR
This shrine to Abbathor, the dwarven god of greed, was
built without the knowledge of the temple priests. It con-
tains the following features:


Statue. Facing the secret door is an 8-foot-tall statue
of a pig-eyed male dwarf sitting on a throne. Eight
gemstones a re embedded in the stone rings the dwarf
wears on its steepled fingers.
Open Pit. In front of the s tatue is a 10-foot-deep open
pit whose bottom is set with spring-loaded iron jaws,
around which a re chunks of rock and dwarven bones.
A temple acolyte found this shrine but failed to notice
the pit, which was hidden under a false stone floor.
When the false floor broke apart underfoot, the dwarf
fell into the snapping iron jaws below. T he false floor
was never r eplaced, nor was the acolyte's body removed.
The spring-loaded iron jaws rusted and froze over time.
Treasure. The dwa rf had a peg leg made of mithraJ
(75 gp) but nothing else of value.
The gemstones set in the statue's stone rings include
two sardonyxes (50 gp each), two zircons (50 gp each),
an amethyst (100 gp), two garnets (100 gp each), a spine!
(100 gp), and a tourmaline (100 gp). They can be easily
pried loose.



  1. WIDE ALCOVES


This hall is flanked by two empty, semicircular alcoves.


LEVEL 6 I LOST LEVEi.


  1. TEMPLE R EL I Q"-U_A_RY ____ _
    The dwarves kept many precious relics here.


39A. DESPOI LED GALLERY
The duergar have destroyed the relics on display here,
including statues atop pedestals, stone tablets on easels,
and elaborate dioramas on tables. All that remains are
heaps of broken stone.
Illusory Wall. The west wall of the room is an illusion
without substance. It vanishes if targeted by a success-
ful dispel magic spell (DC 16 ), and creatures and objects
can pass right through it.

39B. JADE STAFF FRAGMENTS
Display Niches. Four pieces of a shattered jade staff are
encased behind glass in niches evenly spaced along
the west wall. Each niche is 4 feet tall, 1 foot wide, 1
foot deep, and lit with ambient magical light.
Secret Door. A secret door in the south wall opens
into area 39c.
The glass encasing each niche is easily broken, allow-
ing access to the fragment inside. Shattering the glass
in a niche causes the light in that niche to go dark.
Treasure. The jade staff is presently broken into five
1-foot-long pieces- the four that Halaster placed on
display here, plus a fifth piece he cast away. A detect
magic spell reveals no magical auras around the staff
fragments. Each of the staff's five pieces is worth 100 gp
for the jade alone. The missing piece is the middle sec-
tion of the staff, currently in the clutches of a bullywug
(see level 8, area 19c). Pieces one and two (the top two
sections of the staff) can be restored to a single section
with a mending cantrip, as can pieces four and five (the
bottom two sections).
If the fifth piece is found, the entire staff can be re-
stored with mending cantrips; each casting of the spell
repairs one break in the staff. If the staff is made whole,
it transforms from an object into an animated jade ser-
pent that has the statistics of a giant poisonous snake ,
with these changes:
The serpent is a construct that u nderstands and obeys
whoever was holding the staff when it transformed.


  • It has immunity to poison damage and the poisoned
    condition. It doesn't require air, food, drink, or sleep.

  • When it drops to 0 hit points, roll a d6. On a roll of 1,
    the snake turns to dust and is destroyed. On any other
    roll, it changes back into a staff and breaks into ld4



  • 1 pieces that must be magically mended before the
    staff can be used again.


39C. MORNHYLD'S BONES
Bones. A dwarven skull and twelve rotted bones swirl
gently around each other in midair in the middle
of the room.
Debris. On the floor beneath where the bones are cir-
cling lies a shattered s tone coffer.
Niche. Carved into the west wall is an empty niche. (The
coffer once rested here.)
Free download pdf