Waterdeep - Dungeon of the Mad Mage

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  1. THE FLAGON AND THE DRAGON
    This wood and stone tavern is a step up from the Black
    Tankard (area 15). Tending bar is the proprietor, a
    female half-drow named Cal'al Claddani. She always in-
    troduces herself by asking, "What's your poison?"
    Cal'al took over the tavern after its previous owners
    fled. She sells two local beverages: a s herry called Am-
    berjack (8 sp per glass) and Goat's Head Ale (4 sp per
    flagon). She also keeps a few rare s pirits behind the bar.
    If the characters drop a few coins here, Cal'al is happy
    to furnish them with information about Skullport's other
    inhabitants and establishments. Cal'al also fancies her-
    self a gatherer of secrets and might share one or two
    with characters she trusts (see appendix C).

  2. DARK HARVEST MARKET
    Food harvested from the Underdark is sold here by ld6
    duergar, who employ an equal number of wererats as
    bodyguards.

  3. THE SWORD AND SEXTANT
    A pair of strongheart halflings named Oleander and Will
    buy and sell maps out of this modest s hop. They are ea-
    ger to procure accurate maps of Undermountain.


22. THE GUTS & GARTERS
A sullen, soft-spoken tiefling named Quietude runs
Skullport's last remaining inn and spies on guests for
Xanathar. The inn is a run-down structure with win-
dows so shrouded in grime as to be almost opaque. Qui-
etude rents bedrooms for 5 gp per day.
The inn's cellar contains a secret door that requires a
successful DC 15 Wisdom (Perception) check to detect.
Beyond the secret door is a 300-foot-long, rough-hewn
tunnel heading west to Xanathar's dungeon hideout (de-
scribed in Waterdeep: Dragon Heist).


  1. THE FEATHERED RAT
    Ulvira Snowveins, a venerable half-elf and Harper spy,
    runs this s ingle-story pet store. Ulvira's merchandise
    and prices are as follows: bat (5 cp), cat (5 sp), frog or
    toad (5 cp), giant fire beetle (25 gp), giant rat (10 sp), liz-
    ard (5 cp), rat (5 cp), spider (S cp), and stirge (10 sp).


24. THAGLAR's FOUNDRY
Skullport's ugly stone foundry stands four stories tall.
Inside, duergar smiths under the command of a brutal
duergar taskmaster named Thaglar Xundorn fashion
weapons, armor, and tools.


  1. THE BAT'S ROOST


This building, once a seedy tavern, is now a fighting den
where visitors can settle their differences through fisti·
cuffs while spectators place bets on the outcome.



  1. THE KEEL HALL


This two-story festhall shut down after the Spellplague
and never reopened its doors. The Zhentarim now use it
as a hideout.


SKULLPORT


Bosskyn Gorrb, a blind tiefling spy, leads the Zhen-
tarim in Skullport and uses flying snakes to deliver mes-
sages to his underlings. If one or more characters are
members of the Zhentarim and can prove it, Bosskyn
offers to help them in one or both of the following ways:


  • He allows the party to use the festhall as a sanctuary
    and a resting place for as long as they need it.

  • He uses one of his flying snakes to deliver a message
    to anyone in Waterdeep on the party's behalf.


27. THE POISONED QpIL_L ___ _
There's not much need for an expert forger in Skullport
these days, but that doesn't concern the owner of the
Poisoned Quill, Tasselgryn Velldarn, who makes money
from visitors needing to leave Skullport in a hurry.
"Tas" is an elderly archmage. Her secret is that she
and Halaster are friends. The Mad Mage visits her about
once a month for tea, and she catches him up on the lat·
est news and gossip. When they are together, Halaster
and Tasselgryn act like an old married couple.
If the characters come seeking an escape from Skull-
port, Tasselgryn offers to cast the teleportation circle
spell but demands payment of 50 gp per party member
up front. She knows the address of another teleportation
circle in Waterdeep (in the attic of an orphanage in the
Dock Ward) and sends the characters there if they don't
have a teleportation circle address of their own.
Halaster has placed enchantments on Tasselgryn's
shop that enable her (and her alone) to cast teleportation
circle spells within its confines, ignoring the restriction
that Undermountain places on s uch magic (see "Alter-
ations to Magic," page 10).



  1. TWINBEARD'S TRAPS


    This single-story building contains the workshop of
    Xanathar's shield dwarf trapsmith and engineer, Thor-
    vin Twinbeard. He's rarely here, however, since Xana-
    thar keeps him busy. (For more information on Thorvin,
    see Waterdeep: Dragon Heist.)




29. SARGAUTH'S BOUNTY
Darum and Duram Ghaz, a pair of shield dwarf broth·
ers, sell junk salvaged from the River Sargauth. There
is a 50 percent chance that the shop is closed and the
brothers are away on a salvage mission.



  1. THE LANTERNLIGHTER'S


    Anderian Dusk, an old half-elf with a long white beard,
    sells lanterns. The light in Anderian's eyes has gone
    out, as time has slowly crushed his hopes or dreams.
    Around his neck he wears a hag eye pendant given to
    him by the sea hags of the Sargauth River (see area lOc
    on level 3). The hags pay him to wear it so they can spy
    on folk passing through Skullport.
    If the characters need oil for their lanterns, Anderian
    directs them to the Overflowing Urn (area 33).



  2. DALAGOR'S FORTRESS
    Dalagor was an evil warrior who surrounded himself
    with necromancers and undead. He and his minions

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