EMERALD ENCLAVE
Characters who are members of the Emerald Enclave
can learn the location of Xanathar's lair by speaking
with]eryth Phaulkon at Phaulkonmere.Jeryth tells
them that she has been sending awakened rats into the
sewers to find the beholder's Lair, and that they recently
discovered a secret staircase in the Castle Ward sewers
leading down to it (area Xl). She has one of the awak-
ened rats lead them there. This rat has an Intelligence
score of 10 and can speak Common.
ZHENTARIM
Characters who are members of the Zhentarim can
approach Yagra Stonefist at the Yawning Portal (see
"Familiar Faces,'' page 20). She recentJy learned
about a "back door" to the beholder's lair from a
drunken blabbermouth with ties to the Xanathar Guild.
Yagra offers to lead them to a secret staircase in the
sewers under the Castle Ward (area Xl). "Trust me," she
says, "it's safer than the route through Undermountain
and Skullport."
Yagra will join their descent if the characters promise
to pay her at least 1,000 gp. Otherwise, she wishes them
well and heads back to the Yawning Portal. If you're
tracking experience points, Yagra gets an equal share of
the XP while a member of the adventuring party.
AREAS OF THE LAIR
The following areas correspond to the labels on map
5.1. This lair has two levels connected by staircases and
secret doors.
XI. STAIRCASE OF EYES
Characters are most likely to enter Xanathar's lair by
this route: a spiral staircase accessible from the Castle
Ward's sewers and hidden behind a secret door. This
staircase circumvents a more difficult route th rough
Undermountain and Skullport, which is described in
Waterdeep: Dungeon of the Mad Mage.
When the characters find the staircase, read:
l
T~e walls of this narrow, spiraling staircase are carved I
with opened eyes that glow with a faint, magical light.
Characters feel as though they're being watched as they
descend the stairs, and the feeling doesn't go away once
they enter the beholder's lair. The dimly lit staircase
descends for hundreds of feet, ending before a circular
stone door that swings open into area X2.
X2. WATCHED HALL
This magically lit hall has the following features:
The walls are carved with eyes of all shapes and sizes.
Many of the orbs have stone eyelids that open and
close at irregular intervals.
- Characters who succeed on a DC^14 Wisdom (Percep-
tion) check notice a ghostly eyestalk (scrying sensor)
protruding from the ceiling directly in front of the dou-
ble door to the south. - A secret door is hidden in the west wall.
C HAPTER 5 I SPRING MADNESS
B/Jnkin' Eyes. The blinking eye carvings are slightly
unnerving but harmless.
Scryin' Sensor. The ghostly eyestalk is a magical
sensor that allows one of the apprentice wizards in area
X16 to monitor this hall. The eyestalk functions as an
extra eye with dark vision out to a range of^60 feet. A
character can ascertain the eyestalk's function with a
successful DC 10 Intelligence (Arcana) check but can't
determine who's peering through it, or from where. The
eyestalk can't be damaged but is destroyed by a dispel
magic spell. The sensor is suppressed within the area of
an antimagic field.
Secret Door. The secret door can be found with a
successful DC 15 Wisdom (Perception) check. To open
it, one must press a nearby wall carving shaped like an
eye. When this is done, the secret door swings inward,
revealing a curved hallway (area X8) beyond.
X3. B EHOLDER ZOMBIE GUARD
A beholder zombie guards this magically lit room. Sur-
rounding it are four gas spores, which look like imma-
ture beholders at first glance. All five creatures float in
the middle of the room.
The beholder zombie is all that remains of a beholder
that arose from the Underdark to challenge Xanathar's
supremacy. After defeating its rival, Xanathar had the
corpse animated and transformed into a lair guardfan.
The gas spores were added later.
The beholder zombie allows creatures that brandish
the symbol of Xanathar to pass unmolested. Otherwise,
it attacks. The gas spores don't attack but explode if they
take any damage. The beholder zombie is immune to
their Death Burst trait.
X4. TUNNEL TO SKULLPORT
This magically lit tunnel extends 300 feet eastward off
the map. It ends at a staircase that climbs 20 feet to the
Guts & Garters Inn, an establishment located in the sub-
terranean town of Sku II port, which is under Xanathar's
control. See Waterdeep: Dungeon of the Mad Mage for
more information on the inn and Skullport.
X5. HORROR'S ALCOVE
A suit of animated armor with Xanathar's symbol
embossed on its breastplate s tands in this alcove, ap-
pearing at a glance to be an ornate but inanimate suit of
armor on display. It remains inert until it takes damage
or is summoned to area X6 by Xanathar. (The beholder
uses it to keep the spectators in the arena from getting
too rowdy.)
X6. PIT OF BLOOD AND FORTUNE
Xanathar has turned this room into a gladiatorial arena.
It also uses this location to dispose of underlings it no
longer trusts in a manner that it considers entertaining.
This area has the following features:
A magically lit, circular chamber has a thin layer of
blood-soaked sand covering the floor and stone but-
tresses supporting its 40-foot-high domed ceiling.
- Ten-foot-high stone bleachers hug the northwest half
of the room. Staircases lead from the bleachers to
other areas of the lair, and a tunnel under the bleach-
ers leads west to the monster cell block (area X7).