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19. THE FLAGON AND THE DRAGON Bosskyn Gorrb, a blind tiefling spy, leads the Zhen-
tarim in Skullport and uses flying snakes to deliver mes-
This wood and stone tavern is a step up from the Black
sages to his underlings. If one or more characters are
Tankard (area 15). Tending bar is the proprietor, a
members of the Zhentarim and can prove it, Bosskyn
female half-drow named Cal'al Claddani. She always in-
offers to help them in one or both of the following ways:
troduces herself by asking, "What's your poison?"
Cal'al took over the tavern after its previous owners • He allows the party to use the festhall as a sanctuary
fled. She sells two local beverages: a sherry called Am- and a resting place for as long as they need it.
berjack (8 sp per glass) and Goat's Head Ale (4 sp per • He uses one of his flying snakes to deliver a message
flagon). She also keeps a few rare spirits behind the bar. to anyone in Waterdeep on the party's behalf.
If the characters drop a few coins here, Cal'al is happy
to furnish them with information about Skullport's other 27. THE POISONED QpIL _ L ___ _
inhabitants and establishments. Cal'al also fancies her- There's not much need for an expert forger in Skullport
self a gatherer of secrets and might share one or two these days, but that doesn't concern the owner of the
with characters she trusts (see appendix C). Poisoned Quill, Tasselgryn Velldarn, who makes money
from visitors needing to leave Skullport in a hurry.
20. DARK HARVEST MARKET "Tas" is an elderly archmage. Her secret is that she
Food harvested from the Underdark is sold here by ld6 and Halaster are friends. The Mad Mage visits her about
duergar, who employ an equal number of wererats as once a month for tea, and she catches him up on the lat·
bodyguards. est news and gossip. When they are together, Halaster
and Tasselgryn act like an old married couple.
21. THE SWORD AND SEXTANT If the characters come seeking an escape from Skull-
port, Tasselgryn offers to cast the teleportation circle
A pair of strongheart halflings named Oleander and Will
spell but demands payment of 50 gp per party member
buy and sell maps out of this modest shop. They are ea-
up front. She knows the address of another teleportation
ger to procure accurate maps of Undermountain.
circle in Waterdeep (in the attic of an orphanage in the
Dock Ward) and sends the characters there if they don't
22. THE GUTS & GARTERS
have a teleportation circle address of their own.
A sullen, soft-spoken tiefling named Quietude runs Halaster has placed enchantments on Tasselgryn's
Skullport's last remaining inn and spies on guests for shop that enable her (and her alone) to cast teleportation
Xanathar. The inn is a run-down structure with win- circle spells within its confines, ignoring the restriction
dows so shrouded in grime as to be almost opaque. Qui- that Undermountain places on such magic (see "Alter-
etude rents bedrooms for 5 gp per day. ations to Magic," page 10).
The inn's cellar contains a secret door that requires a
successful DC 15 Wisdom (Perception) check to detect. 28. TWINBEARD'S TRAPS
Beyond the secret door is a 300-foot-long, rough-hewn -------
This single-story building contains the workshop of
tunnel heading west to Xanathar's dungeon hideout (de-
Xanathar's shield dwarf trapsmith and engineer, Thor-
scribed in Waterdeep: Dragon Heist).
vin Twinbeard. He's rarely here, however, since Xana-
thar keeps him busy. (For more information on Thorvin,
23. THE FEATHERED RAT
see Waterdeep: Dragon Heist.)
Ulvira Snowveins, a venerable half-elf and Harper spy,
runs this single-story pet store. Ulvira's merchandise 29. SARGAUTH'S BOUNTY
and prices are as follows: bat (5 cp), cat (5 sp), frog or
Darum and Duram Ghaz, a pair of shield dwarf broth·
toad (5 cp), giant fire beetle (25 gp), giant rat (10 sp), liz-
ers, sell junk salvaged from the River Sargauth. There
ard (5 cp), rat (5 cp), spider (S cp), and stirge (10 sp).
is a 50 percent chance that the shop is closed and the
brothers are away on a salvage mission.
24. THAGLAR's FOUNDRY
Skullport's ugly stone foundry stands four stories tall. 30. THE LANTERNLIGHTER'S
Inside, duergar smiths under the command of a brutal -------
Anderian Dusk, an old half-elf with a long white beard,
duergar taskmaster named Thaglar Xundorn fashion
sells lanterns. The light in Anderian's eyes has gone
weapons, armor, and tools.
out, as time has slowly crushed his hopes or dreams.
Around his neck he wears a hag eye pendant given to
25. THE BAT'S ROOST
him by the sea hags of the Sargauth River (see area lOc
This building, once a seedy tavern, is now a fighting den on level 3). The hags pay him to wear it so they can spy
where visitors can settle their differences through fisti· on folk passing through Skullport.
cuffs while spectators place bets on the outcome. If the characters need oil for their lanterns, Anderian
directs them to the Overflowing Urn (area 33).
26. THE KEEL HALL
31. DALAGOR'S FORTRESS
This two-story festhall shut down after the Spellplague
and never reopened its doors. The Zhentarim now use it Dalagor was an evil warrior who surrounded himself
as a hideout. with necromancers and undead. He and his minions
SKULLPORT

