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Decor. Hanging on the wall between the beds is a     Treasure. The Dragonchess set weighs 30 pounds
               7-foot-diameter sandstone disk carved with a medu-  and has beautifully carved and enameled pieces. A char-
               sa's glaring visage.                             acter who succeeds on a DC 25 Intelligence (History)
                                                                check realizes that the set is one of four made by Em-
              33. SLAAD IN THE 0CTOBASS                         peror Umyatin, who ruled an ancient human civilization
                                                                called Imaskar that spanned much of Faerfin ten mil-
              The door to this room is locked, its key lost.
                                                                lennia ago. Collectors aware of its history will pay up to
             Windows. Two crystal-barred windows look out over   2,500 gp for the set.
               the courtyard (area 23).
              Furnishings. Four overstuffed chairs face each other   34B.  CLOSET
               with a low circular table between them.          This closet is stuffed with robes, sleeping gowns,
              Octobass. An octobass, a 12-foot-tall fiddle, leans in the   shoes, and slippers hanging on racks or stacked neatly
               northeast corner, its bow on the floor nearby. Trapped   on shelves.
               in the octobass is a naked old man (a shapechanged
               gray slaad).                                     35.  CLOAKROOM
               Maddgoth removed the slaad's control gem and, for   Apparel. Coats, cloaks, robes, wizard hats, and other
              fun, ordered the creature to crawl inside the octobass   apparel hang from hooks on the walls.
              and remain there.                                 Mind Flayer. Standing north of the door is what ap-
               The old man claims to be Zartem, a wizard whom     pears to be a mind flayer.
              Maddgoth invited to the castle for dinner. He further   Most of the apparel on display was taken from wiz-
              claims that Maddgoth stole his spellbook and used   ards whom Maddgoth killed. Consequently, they come
              magic to trap him inside the octobass. If  the characters   in all sizes and fashions. Many of  these items have ob-
              shatter the fragile instrument, the slaad is no longer   vious burn marks, tears, bloodstains, and other defects
              bound by Maddgoth's parting instructions and attacks   suggesting how their previous owners met their ends.
              its liberators. The slaad prefers to fight with its great-
              sword (which is hidden from view while it's in the octo-  MIND FLAYER COSTUME
              bass) or catch multiple foes in the area of a fireball spell.   Closer inspection reveals that the mind flayer is a fea-
                                                                tureless wooden mannequin dressed in a convincing
              34. MADDGOTH'S SUITE                              mind flayer costume, complete with black robe, cowl,
              The frame of the outermost door has a platinum coin   and rubber mask. A Medium character who wears the
              wedged into it (see area 19). The door has a stained   costume can make Charisma (Deception) checks to
              glass "M" worked into its design. Anyone who listens at   impersonate a mind flayer. Such checks are made with
              the door hears deep snoring coming from beyond it.   advantage if the costume is viewed in poor lighting or
                                                                from more than 15 feet away. A character who wears the
              34A. MASTER BEDCHAMBER                            mask has disadvantage on Wisdom (Perception) checks.
              Maddgoth slept as little as possible and spent almost no   A character who wears the robe and cowl has disadvan-
              time here. The room's features are as follows:    tage on Dexterity (Stealth) checks. The robe and cowl
                                                                can't be worn over heavy armor.
              Decor. The wood-paneled walls are decorated with six
               framed portraits of a fat, smiling wizard clutching
               a wand. A thick, brown, wall-to-wall carpet covers
               the floor.                                       Maddgoth gathers intelligence on wizards across
              Game. In the southwest corner, two wooden thrones   Faerfin, prepares dossiers on several "promising" ones,
               face an impressive Dragonchess set on a table.   and stores these records here.
              Bed. A large four-poster bed stands against the west
               wall between two crystal-barred windows. A hefty fig-  36A. GATHERED INTELLIGENCE
               ure sleeps under the covers, snoring loudly.     This room contains rows of wooden cabinets stuffed
                                                                with disorganized files chronicling the magical exploits
               The snoring lump under the covers is an illusion.   of thousands of wizards dating back hundreds of years.
              If  the covers are pulled back, the snoring stops as it's   Half  of  the dossiers are so old that they've crumbled
              revealed that there's no one in the bed. Casting dispel   to dust. Scrawled on most of the remaining ones is the
              magic on the bed also ends the illusion.          word "DECEASED" in Maddgoth's hand, while a hand-
               A  detect magic spell reveals an aura of  conjuration   ful of dossiers bear the word "LICH" instead.
              magic around each framed portrait of Maddgoth. When
              a creature casts a spell in this room or disturbs the fig-  36B. SECURE RECORDS
              ure in the bed, the six wands depicted in the framed por-  The door to this room is locked and trapped with a glyph
              traits magically spring from their paintings, gaining the   of  warding spell. Maddgoth took the key with him, and
              statistics of  flying swords, and remain detached from   opening the door by any means other than using the
              the paintings thereafter. Replace the wands' Longsword   proper key triggers the spell. Picking the lock requires
              action option with the following:                  thieves' tools and a successful DC 15 Dexterity check.
              Magic Missile. The wand shoots a dart of magical force at one   An examination of  the door accompanied by a suc-
              creature that it can detect within 60 feet of it. The target takes 3   cessful DC 19 Intelligence (Investigation) check detects
              (1 d4 + 1)  force damage as the dart hits it unerringly.   the nearly invisible glyph, which is scratched into one

                                                                                      LEVEL 7  I MADDGOTH'S CASTLE
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