Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

lapsed. Most of the buildings have 10-foot-high walls
and no roofs.
Streets. The narrow "streets" between the buildings
are strewn with trash and filth. Harmless rats scurry
around every corner.
Banners. Hanging from several structures are tattered
yellow banners bearing Azrok's sigil, a bloody hand-
print inside a hollow red triangle.
Patrols. Four bands of hobgoblins patrol Azrok's
Hold. Each patrol consists of three hobgoblins and a
hobgoblin captain, who interrogates visitors and de-
mands to see their identification papers.
Visitors entering Azrok's Hold are greeted by two
bugbears. Drow are attacked on sight. Others may enter
and move through Azrok's Hold, provided they have the
proper identification papers. Visitors without papers are
escorted by the bugbears to area 21c for processing.
Once each party member has papers, the bugbears
take the characters to see Azrok in area 2 ln. This meet-
ing is not optional, since tribute must be paid to the hob-
goblin warlord in return for his hospitality. Afterward,
characters can move freely about Azrok's Hold, coming
and going as they please. (Visitors need to register again
only if they lose their papers.) If the characters wander
the streets on their own, use the Random Encounters in
Azrok's Hold table as needed.


RANDOM ENCOUNTERS IN AZROK'S HOLD
dlO Encounter
Halaster's s crying eye (see "Halaster's Lair," page
311 ), which observes the characters silently for a
minute before disappearing
2 A goblin child (noncombatant) eating a dead rat
3 A go blin hauling a bucket of garbage to area 17e
4 ld4 goblins with shovels, either digging through
rubble or heading to a dig site
S ld3 bugbears who sneer at visitors and ma ke rude
comments as they pass by
6 A bugbear with an intellect devoure r in its skull that
tries to lu re characte rs to a rea^21 f
7 Preeta Kreepa (see area^21 m)
8-10 Three hobgoblins and a ho bgoblin captain keeping
the peace and checking visitors' identification papers

Combat behind closed doors probably doesn't raise an
alarm, but any loud disturbance in the streets is likely
to put the entire settlement on alert. As it happens, the
Legion of Azrok's military has been winnowed down by
recent a ltercations with the drow. The current defend-
ers of Azrok's Hold include eight bugbears, thirty-two
goblins, twenty hobgoblins, four hobgoblin captains (in-
cluding Lurkana), Azrok the hobgoblin warlord, and two
worgs. These forces don't include goblinoids in league
with the Xanathar Guild or other visitors, nor do they
include noncombatants such as children.
Buildings not keyed on the map are assumed to be
empty rooms. The rest are described below.

21A. "KREK"
At the end of a street of mostly collapsed buildings is a
canted door with a bugbear marionette hanging next
to it. Gouged into the door frame is the word "Krek" (a
Goblin word meaning "this for that" or "trade").
The walls of the shop on the other side of the door
have caved in, and the space that remains is filled with
piles of junk and well-worn adventuring gear. The shop's
proprietor is an oni disguised as an old hobgoblin
named Kinrob. If a character is looking to procure an
item on the Adventuring Gear table or the Tools table in
chapter 5 of the Player's Handbook, there's a^25 percent
chance that Kinrob has the item in question and will
trade it for one or more items of equal or greater value.
Kinrob's true nature is a well-known "secret" in the
Legion of Azrok, and fear of the oni has rendered the
surrounding neighborhood a ghost town. Azrok placates
the oni by giving it newborn goblins to feed on. The first
time the characters visit Kin rob, a bugbear enters to de-
liver a goblin child in a basket, then skulks away. Kinrob
puts the meal aside until its business with the charac-
ters is concluded, then politely shows them the door.
Princess Doll. One of the items in Kinrob's junk pile
is a sackcloth doll with button eyes and a gold cloth tiara
with tiny gemstones sewn into it (2 gp). The characters
can trade for this item like any other and return it to its
proper owner (see area 2lb).

21B. SAD HuGGYBUG
Huggybug, a goblin child, cries alone in a rubble-strewn
passageway. Between sobs, she explai ns that a n older
goblin stole her princess doll and traded it for a shovel
from the "Gob Gobbler." If the characters ask where the
toy was taken, she leads them to area 21a but fearfully
refuses to go inside.
Treasure. If the characters return the doll to Huggy-
bug, she gives them a turquoise dolphin figurine (25 gp)
in gratitude.

2lc. REGISTRATION CENTER
Clerks. Six goblins with ink quills sit behind a row of
makeshift desks, ready to scribble the names of visi-
tors into dog-eared ledgers and issue identification pa-
pers. Glowing oil lanterns hang above each desk from
chains anchored to the ceiling.
Manager. A hobgoblin wearing cracked half-moon
spectacles sits behind a stone lectern and greets all
those who enter, directing each new arrival to one of
the available goblin clerks.
Visitors are required to carry identification papers at
all times in Azrok's Hold. The goblins behind the desks
interview visitors, draw crude pictures of them, and fill
out papers with their names, races, ages, heights, eye
color, skills, and home cities. The same information is
also entered in a large ledger. Inquiries about other visi-
tors are met with silent stares, because the goblins have
instructions not to reveal any of the information.
Once all the characters are registered and have iden-
tification papers, the hobgoblin behind the lectern rings
a bell, and two bugbears appear to escort the visitors to
area 2ln, where they are expected to pay deference to
Warlord Azrok.

LEVEL 3 I SARGAUTH LEVEL
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