Page 25 - Waterdeep - Dungeon of the Mad Mage_Neat
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If cornered, Sylvia assumes hybrid form and claims   Sylvia, to return (see area 31). If  threatened, Flyndol
            that she is searching the dungeon for food. If  accused   commands the giant rats to cover his escape. If  escape
            of lying, she explains that she is looking for treasure   is impossible, he surrenders but won't give his captors
            to buy food in Skullport (which is another lie). In fact,   any useful information unless they charm him. He car-
            Sylvia is one of  Xanathar's spies and is searching for   ries nothing of value.
            secret doors that lead to unexplored areas of the dun-
            geon-information the beholder considers valuable. If   FOUNTAINS
            threatened, she tries to rejoin her companion in area 35.   Each fountain consists of a blue marble basin enclosed
            If  captured, she takes every opportunity to try to escape.   by a 1-foot-high stone retaining wall with drainage holes
            She wears no armor, carries no weapons, and has noth-  on the inside of the rim to prevent overflow. Carved
            ing of  value on her. She is familiar with levels l, 2, and   above each basin is a bas-relief of  a dwarf's face with
            3 of Undermountain but lies about what's there unless   an open mouth. Water from an underground river once
            magically compelled to speak the truth.           flowed out of the mouths and into the basins, but no lon-
                                                              ger. Both basins are dry, and the dwarves' stone beards
            32. VIP SUITE                                     are stained and discolored.
            The Melairkyn dwarves built these rooms for honored
                                                               36. LOST HALLS
            guests in the Underhalls. The door to this suite is carved
            with the image of a stern, heavily armored dwarf war-  These halls are connected by 5-foot-wide, tube-like pas-
            rior locked in a defensive stance behind a shield.   sages of rough-hewn stone that slope up and down. Dust
                                                              hangs in the air here.
            32A. EMPTY BEDCHAMBER
            Every wall of  this empty room is carved with a floor-to-  36A.  CRICKS!
            ceiling fresco of  a cavern wall, giving the room a cave-  Gricks. Two gricks in the middle of this partially col-
            like quality.                                       lapsed hall attack all who enter.
                                                              Debris. The floor is littered with small rocks and peb-
            32B. BATHROOM
                                                                bles, broken statuary, and jagged chunks of masonry
            The southern half of the room contains a sunken basin
                                                                big enough to crush a man's skull.
            with a drain at the west end and a stone drain plug
            nearby. A heavy stone spigot sticks out of the south wall   36B. TRAPPED FELLOW
            above the basin.
                                                              Gricks. Five gricks lurk in the diagonal hallway to the
             Surprisingly, this facility still works. When the spigot
                                                                south. They attack all who enter.
            is turned, clean, hot water pours into the basin. The wa-
                                                              Trapped Adventurer. The sound of weeping comes
            ter is supplied and heated by natural sources below.
                                                                from behind a closed door in the west wall (leading to
                                                                a 10-foot-square closet). A small hole has been drilled
            33. NORTH DORMITORY
                                                                through the middle of  the door.
           Carved into the walls, 2 feet off the floor, are eleven
                                                                An adventuring party called the Fine Fellows of Dag-
           bare stone shelves meant to serve as beds. Each shelf
                                                              gerford descended into Undermountain one tenday ago.
           is 7 feet long and 3 feet deep with an arched ceiling 4
                                                              One of  its members, a thief named Kelim the Weasel
            feet above it.
                                                              (NE human spy), wandered off, snuck into this corner
                                                              of  the dungeon, found a spellbook left behind by a long-
            34. SOUTH DORMITORY
                                                              dead adventurer, and inadvertently aroused the gricks.
           This room is identical to area 33 except for one detail:   With his escape route cut off, Kelim sealed himself in
           lying in one of the beds is an elf  skeleton draped in cob-  the closet to avoid being eaten. He drilled a small hole
           webs. It wears hide armor and clutches an oak quarter-  in the door so that he could peer out of it and get some
           staff, both in serviceable condition.              fresher air. He wants to sneak out while the gricks are
                                                              asleep or distracted, but he's too scared to leave. He has
           35. HALL OF RATS                                   been without food or water for two days.
           The door to this room hangs slightly ajar, and the sound   If  rescued, Kelim gives his saviors a stolen spellbook
           of squeaking rats emanates from within. The room has   as a token of gratitude. Beyond that, he's an unreliable
           these features:                                    coward who will betray anyone to save his own skin. He
                                                              doesn't know where the rest of his adventuring party is
           Giant Rats. Ten giant rats scour the room for food.
                                                              (see level 2) and doesn't seem to care.
           Wererat. An obese giant rat is sleeping on the seat of a
                                                                Treasure. The stolen spellbook contains the following
             crumbling stone throne that stands on a dais opposite
                                                              spells: blight, burning hands, comprehend  languages,
             the door. (This creature is a shapechanged wererat
                                                              darkvision, dispel magic, false lif e, feign death, gust of
             named Flyndol Greeth.)
                                                              wind, invisibility, lightning bolt, and sleep.
           Fountains. Not visible from the door are two semicircu-
                                                                Kelim also carries an explorer's pack (with its perish-
             lar fountains built into the south wall, one in each half
                                                              able supplies mostly depleted) and a pouch containing 5
             of the room (see "Fountains" below).
                                                              pp, 24 gp, and 4 sp.
             Flyndol Greeth is a lazy wererat who serves Xanathar
           out of fear, not loyalty. He's waiting for his companion,
           LEVEL I  I DUNGEON  LEVEL
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