Page 127 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 127

The first time the adventurers defeat a particular an-  •  "Offspring if host is spellcaster" is written next to the
            imated archmage statue, they receive XP for it as with   green slaad.
            any creature defeated in combat. Subsequent victories
            against that statue don't provide more XP, however.   SLAAD TADPOLE
                                                              Wormriddle the night hag prepared a special demon-
            TREASURE                                          stration for students by implanting a captured quaggoth
            Turbulence carries a soot-stained spellbook containing   with a red slaad egg pellet. Unfortunately for her, the
            all the spells she has prepared, plus the following: alter   slaad tadpole has hatched sooner than expected. The
            self, cloud  of  daggers, hypnotic  pattern, and wall  of  fire.   night hag hasn't checked on her subject recently and
                                                              doesn't know the tadpole is loose. The tadpole attacks
            18. lLLUSORYWALLS                                 the first humanoid that approaches within 5 feet of  it.
                                                              Left alone, the tadpole grows into a blue slaad after
            This 10-foot-high hallway is closed off to the west and
            east by illusory walls. A  detect magic spell reveals that   ld12 hours. Characters who enroll in the academy
            the walls are illusions without substance, and creatures   might be tasked with eradicating it for Worm  riddle.
            and objects can pass right through them. An illusory
            wall can be removed with a successful dispel magic
            spell (DC 14).                                    These classrooms offer a more intimate learning envi-
                                                              ronment than the lecture hall.
            19.  GHOSTLY ADVENTURER
                                                               21A.  NORTH  CLASSROOM
            Apparition. At the east end of this hall, the faint appa-
             rition of  a human adventurer appears to be painstak-  Chalkboard. A blank chalkboard mounted on the west
                                                                wall has a narrow stone shelf under it for catching
              ingly searching the walls for secret doors.
            Walls. The walls bear mosaics that have been chipped   chalk dust. Niches under the chalkboard hold brushes
             away and damaged beyond recognition or repair. The   and sticks of  colored chalk.
             wall to the west is illusory (see area 18).      Desks. Facing the chalkboard are twelve desks, in three
            Trophy Case. Between the doors leading to area 20   rows of four. Each desk has cast-iron legs, a sculpted
                                                                copper seat, and a wooden writing surface gouged
             stands an empty wooden trophy case.
                                                                with graffiti in various languages.
             The apparition is a regional effect created by the Mad   Hooks. The back wall has a row of  stone hooks for
            Mage (see "Halaster's Lair," page 311). It resembles a
                                                                hanging cloaks.
            young human woman, dressed in well-worn adventur-
            er's clothes. It can't be harmed, and it doesn't acknowl-  21B. SOUTH CLASSROOM
            edge creatures or objects in any way.             This room is identical to area 2lb, except that someone
                                                               has hastily scrawled the following words on the chalk-
            20. LECTURE HALL                                   board in Common: "Wizards of Yore class canceled. Re-
            This sloped lecture hall has a 15-foot-high ceiling and   search Ahghairon circa 1071 DR. Expect a quiz!"
            the following features:                             Any character who succeeds on a DC 20 Intelligence
                                                              (History) check recalls that 1071 DR, the Year of Lion's
            Light. Stone sconces protruding from the walls have
                                                               Roars, was the year in which the archmage Ahghairon,
             continual flame spells cast on them.              first Lord ofWaterdeep, created magic wards to protect
            Benches. The northern half of the room contains raised   his city against marauding dragons.
             stone benches for students.
            Dais. To the south, a large chalkboard is mounted above   22. POTION BREWERY
              a 5-foot-high stone dais. Drawn on the chalkboard are
              three frog-like bipeds with wide, toothy smiles. They   Odor. This chamber reeks of  chemical admixtures.
              are arranged in a triangular formation; the top one   Furnishings. Arranged in the northern half  of the room
              is drawn in red chalk, the bottom left in blue, and the   are a dozen fat stone cauldrons and cupboards full of
              bottom right in green.                            ingredients in jars.
            Gurneys. Two stone gurneys are parked in the room.   Stone Basin. The southern half of the room is taken
                                                                up by a 20-foot-wide, 5-foot-deep, bowl-shaped stone
              Strapped to one table is the corpse of a quaggoth, its
              chest burst open and entrails consumed. The other   basin enclosed by a 3-foot-high retaining wall. Filling
              table, draped in a floor-length black sheet, has a slaad   the basin is a toxic brew containing two poison weirds
              tadpole hidden under it (see "Slaad Tadpole" below).   (see "Toxic Brew" below).
             Any character who studies the chalkboard drawings   The cauldrons are used by students for brewing po-
            and succeeds on a DC 15 Intelligence (Arcana) check   tions. A valve at the base of each cauldron opens a nat-
            recognizes them as a red, blue, and green slaad. Yellow   ural gas vent underneath it, and a flint pedal ignites the
            chalk arrows point from the red slaad to the other two.   gas to heat the cauldron.
            Next to each slaad are words written in Abyssal. Any   The cupboards contain nearly five hundred jars of in-
            character who reads Abyssal can translate the words:   gredients used to brew common and uncommon magic
                                                               potions, as well as other alchemical concoctions. Each
            •  "Parent" is written next to the red slaad.     jar is labeled in Abyssal. The ingredients are inert and
            •  "Offspring of parent and host" is written next to the   not particularly valuable on their own.
              blue slaad.

            LEVEL 9  I DWEOM ERCORE
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