Page 37 - Waterdeep - Dungeon of the Mad Mage_Neat
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13B. WALL OF RUST AND BONES of Undermountain, Rex assumed (based on the success
Bisecting this room is an 8-foot-high, 2-foot-thick wall of Durnan and other capable explorers) that the Fine
of hobgoblin skeletons and rusty armor, with a 2-foot Fellows would run roughshod over the monsters dwell-
gap between the top of the wall and the ceiling. A Tiny ing within. Boy, was he wrong. Like most villainous
creature can pass through narrow openings in the wall. groups, the Fine Fellows lacked cohesion. Fed up with
Climbing over the wall requires a successful DC 12 his companions' bickering, Rex struck off on his own.
Strength (Athletics) check. The wall can be easily bro- He was searching this room for loot when the mezzo-
ken apart or pushed down, but doing so creates a lot of loth and the nothics came in behind him, cutting off
clatter and summons the nothics from area 13e. his escape.
If the characters come to his rescue, Rex expresses
l3c- l3D. VACANTWASHROOMS his gratitude before quaffing the healing potion in his
Inside each of these rooms is a rusted water pump (in- backpack (see "Treasure" below). On the surface, he
operable), basins, and stone toilets separated by thin seems to be amiable, confident, and eager to discover
slate dividers. Undermountain's secrets. He's happy to join the party
for an equal share of any loot found. Once he's back at
l3E. "NOTHIC TO SEE HERE!" full health (or close to it), though, Rex sheds his civil
An arcane lock spell has beer:i. cast on the western door. veneer and tries to bully the characters into following
Rizzeryl the drow mage (see area 14) can pass through his orders, berating and threatening anyone who defies
the portal. Other creatures must force the door open him. The bullying gets worse until Rex is forcibly ousted
with a successful DC 25 Strength (Athletics) check. or the party dissolves.
Nothics. Four nothics lurk here (see below). Treasure. Rex's backpack lies next to one of the mine
Equipment. Low-lying stone shelves along the walls are carts. It contains a silvered shortsword, a 30-foot-long
stuffed with crumbling pairs of dwarven boots. Rusty coil of hempen rope, 2 days of rations, a flask of oil, a
dwarven helmets and dusty goggles with tattered pouch containing 13 gp, and a potion of healing. The oil
leather straps hang on pegs above them. lantern in the middle of the room belongs to Rex as well.
The mine carts contain over a thousand chunks of
The nothics are insane and attack most creatures
copper ore, each weighing 10 pounds and worth 1 gp.
they encounter. They are easily and quickly cowed by
The carts are so old that their axles are bent and rusted,
displays of magic, however. Once they realize they're
rendering them inoperable.
in the presence of one or more spellcasters, the noth-
ics become slightly more cooperative. They know that 14. BASE DE RESISTANCE
several bipedal rat creatures are holed up on the other
side of the western door, and that their master is a "pur- These two chambers have been claimed by a drow mage
ple-skinned elf wizard with red eyes and white hair." named Rizzeryl, his summoned quasit minion, and eight
wererats. At least for now, Rizzeryl and the wererats are
13F. GIBBERING MINE staunch allies.
The walls in this partially collapsed section of the dun- Rizzeryl works for two groups: House Auvryndar, a
geon are streaked with veins of copper. Three gibbering low-ranking drow house from Menzoberranzan that is
mouthers have gathered here and begin to jabber as slowly and secretly consolidating its power in Under-
other creatures approach. They fight until killed. mountain, and the Zhentarim, which is trying to drive
the Xanathar Guild out of Skullport. His ties to the
130. STRIKE IT RICH Black Network make Rizzeryl an enemy of the Xanathar
The characters hear sounds of battle as they traverse Guild, which currently controls Skullport and is trying
the hall leading to this 10-foot-high room, which has to secure the uppermost levels of Undermountain.
partially collapsed and contains the following: Rizzeryl has begun haranguing the Xanathar Guild
forces on this level with the help of the wererat gang,
Light. The room is lit by a single lantern resting in the
middle of the floor. which hails from Skullport. The drow wizard and the
Equipment. Mine carts about the room contain glitter- wererats have no quarrel with adventurers who leave
ing heaps of copper ore. them alone.
Battle. A wounded warrior named Rex the Hammer (LE 14A. RIZZERYL'S HIDEOUT
male llluskan human champion with 22 hit points
The door to this room has a mural painted on the out-
remaining; see appendix A) has been backed into the
side depicting a darkmantle descending on an unsus-
southeast corner by a vicious mezzoloth and two
pecting dwarf who is admiring a gleaming gemstone.
nothics. Three dead nothics (killed by Rex) lie on the
An arcane lock spell has been cast on the door. Rizzeryl
floor near them.
the drow mage and his wererat gang can pass through
The mezzoloth was summoned and bound to Under- the door, while other creatures must force it open with
mountain by Halaster. Its task is to prevent intruders magic or a successful DC 25 Strength (Athletics) check.
from looting the dungeon. It uses telepathy to command The room contains the following:
the nothics, which serve it out of fear.
Drow. Rizzeryl the drow mage sits on a chair in the
Rex the Hammer. Rex was the founder and leader of
southwest corner while resting in a trance. If he hears
the evil adventuring party known as the Fine Fellows of
someone coming through the eastern door, he casts
Daggerford. Despite hearing rumors about the dangers
greater invisibility on himself.
LEVEL 2 I ARCANE CHAMBERS

