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WHAT DWELLS HERE?                                  1.  MURKSPAN BRIDGE
          The Port of Shadow has been held, claimed, or occupied   An arched stone bridge connects the island to the town.
          over the years by duergar, drow, dwarves, crazed wiz-  The middle 30-foot span of the bridge is rigged to col-
          ards, slavers, and pirates. Currently, the town is under   lapse. Two stone levers hidden in secret compartments
          the sway of Xanathar, who bas turned the forlorn set-  at the south end of the bridge trigger the collapse when
          tlement into a haven for its criminal organization. (The   they are pulled simultaneously (requiring an action for
           beholder inhabits a dungeon complex under Skullport   each one). Characters who search the south end of the
          that is described in Waterdeep: Dragon Heist.)     bridge can find the levers and discern their purpose
            Few folk have permanent residences in the Port of   with a successful DC 20 Wisdom (Perception) check.
          Shadow, and most of the local businesses are presently
          shut down. The people who do remain in business pay   2. MAIN GATE
          Xanathar for protection. Adventurers can find food,   The main entrance to the fortress is protected by a
          drink, shelter, and supplies here-or perhaps a quick   sturdy iron gate. Winches in the flanking guard towers
          death, if they antagonize the locals.
                                                             open and close this gate.
          FLAMESKULLS                                        3. HARBORS
          Thirteen ancient ftameskulls haunt Skullport. These
          entities, which have defended the town since its found-  Skull Island has two natural harbors (area 3a and area
          ing, are all that remain of the Sargauth Enclave, a set-  3b). Each harbor is 60 feet deep and lined with rotted
          tlement of Netherese wizards. The fiameskulls consider   wooden docks. Steel augers installed along the mouth
          themselves the true rulers of Skullport, but they have   of each harbor can be raised or lowered on rusty iron
          lost touch with reality, their minds drifting in and out of   chains connected to winches in the towers to either side
          the present and the past. They rarely communicate, and   of the harbor. When they are raised, the augers pierce
          when they do it is often in a dead language.       the hulls of passing ships, flooding their lower decks
                                                             and causing them to sink.
          EXPLORING SKULL ISLAND
                                                             4. DUERGAR BARRACKS
          All location descriptions for Skull Island are keyed to
                                                             Ten duergar are quartered in this two-story building.
          map 24. The island's features are as follows:
          •  The island sits in the middle of a vast cavern with a   5. HUMAN BARRACKS
            roughly dome-shaped roof that rises to a height of 120
                                                             This three-story edifice looms over the northeast harbor
            feet above the water level.
                                                             (area 3b). Seventy human thugs are quartered here.
          •  Atop the island is a stone fortress, its 20-foot-high
            outer walls interrupted at irregular intervals by   6. DEPLETED ARMORY
            30-foot-high (two-story) towers topped with battle-
            ments, ballistae, and flame cannons (see the "Skull   The Xanathar Guild plundered this two-story building
            Island Weaponry" sidebar).                       after taking control of the fortress. It stands empty.
          •  A natural column of rock rises from the heart of the
            fortress and merges with the cavern ceiling. (See area   7.  BUGBEAR BARRACKS
            9 for more information on this spire.)           Sixty bugbears inhabit this two-story stone building.

            SKU LL I SLAN D  W EAPO NRY                      8.  GARGOYLE TOWERS
            The fortress on Skull  Island bristles with ballistae and   Twelve gargoyles perch on the battlements of these
            flame cannons. Before one of these weapons can be fired,   three-story stone towers (four atop each tower).
            it must be loaded and aimed. It takes one action to load a
            weapon, one action to aim it, and one action to fire it.  Each   9. TOWER OF THE SEVEN WOES
            ballista or flame cannon is a Large object with AC 15, 50
            hit points, and immunity to poison and psychic damage.   The fortress's half-ogre commander, Sundeth, lives in
              A ballista is a massive crossbow that fires heavy bolts. A   this hollowed-out spire with his wyvern mount. Sundeth
            flame cannon is a bulky mechanical contraption that hurls   is a hideous, 8-foot-tall, half-ogre champion (see appen-
            casks of alchemist's fire that explode on impact.   dix A), with these changes:
              Ballista. Ranged Weapon Attack: +6 to hit,  range 120/480
            ft., one target. Hit: 16 (3dl0) piercing damage.   •  Sundeth is chaotic evil.
              Flame Cannon.  Ranged Weapon Attack: +4 to hit, range   •  He has these racial traits: He is Large and has dark-
            60/240 ft., one target. Hit: 3 (ld6)  bludgeoning damage   vision out to a range of 60 feet. He speaks Common
            plus 17 (Sd6) fire damage, and the target catches fire.   and Giant.
            While on fire, the target takes 3 (1 d6) fire damage at the
            start of each of its turns. A creature can end this damage   The column merges with the cavern roof, narrows
            by immersing itself in water or by using an action to make   in the middle (where a stalactite and a stalagmite con-
            a DC 10 Dexterity check to extinguish the flames.   verged eons ago), and has abundant ledges and hand-
                                                             holds on the outside. The outer door is made of iron
                                                             and squeals loudly when opened, alerting the spire's
                                                             occupants.


          SKULLPORT
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