Page 38 - Waterdeep - Dungeon of the Mad Mage_Neat
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Table. A wooden table in the center of the room bears a   14B. WERERAT BARRACKS
               map made of loose stones arranged to form walls and   Eight wererats in human form sleep on dirty cots in this
               doors (see "Tabletop Map" below).                room. They are loyal to the Zhentarim and determined
                                                                to push the Xanathar Guild out of Skullport and Un-
               Rizzeryl likes to be invisible as he engages intruders
             in conversation, hoping to learn their intentions. Any   dermountain.
             noise here alerts the wererats in area 14b, who remain   The wererats are short, unkempt humans of mixed
             hidden until Rizzeryl calls for them.              age with thin limbs, beady eyes, and nervous tics. They
               Rizzeryl offers the adventurers a reward if  they de-  clad themselves in filthy, smelly, ill-fitting clothes. Their
             stroy both Xanathar Guild outposts on this level (areas 9   leader is a crass, middle-aged woman named Zilitsa 11-
             and 20) and return with the heads of both guild leaders,   varren. She is mean-spirited but has a good rapport with
             whose names, he tells them, are Nadia the Unbent and   Rizzeryl, whose intelligence she admires. The others
             Shunn Shurreth. Rizzeryl doesn't reveal the nature of   are a degenerate bunch of inbred, light-fearing weirdos
             the reward, other than to say it will make the party's   who've spent too many  years living underground. The
             exploration of Undermountain easier. If  the characters   men are named Frek, Henk, and Kozrik, and the women
             deliver the heads of Nadia and Shunn, Rizzeryl gives   are Arreth, Elabbor, Kreena, and Sybilee.
             them a stone key hidden in this room (see "Secret   Treasure. An unlocked wooden chest against the
             Compartment" below). If  the characters attack him,   south wall holds 30 gp, a copper tankard similar to
             Rizzeryl calls forth the wererats to defend him while he   those found in area 22a (5 gp), a battered and tarnished
             summons a quasit. If  the adventurers overcome these   silver scepter topped with a Dwarvish rune meaning
             forces, Rizzeryl trades the stone key for his life.   "justice" (25 gp), and three worthless, dog-eared chap-
               Rizzeryl knows the way to Skullport through level 3   books entitled Out  of  the Inferno, Vols.  l, 2, and 3 (a
             and might share this information with friendly adventur-  tawdry series about a tiefling romance).
             ers who have helped him. He refrains from divulging his   15.  DUSTY THRONE
             allegiance to House Auvryndar. He will, however, reveal
             his allegiance to the Zhentarim if one or more charac-  Ruins. Much of this room collapsed long ago, and what
             ters identify themselves as members of that faction. If   remains is covered with dust.
             they need assistance, Rizzeryl urges such characters   Footprints. Footprints (left by wererats in human form)
             to seek out Bosskyn Gorrb, a tiefiing member of the   crisscross the dusty floor.
             Black Network who operates in Skullport. Rizzeryl also   Throne. A plain stone throne stands against the south
             informs them that servants of  Xanathar will allow safe   wall. Beyond it, heaps of  rubble fill a collapsed tunnel.
             passage to anyone who openly brandishes Xanathar's   A search of the throne and the surrounding room
             symbol (see below).                                yields nothing of  value. The wererats in area 14 have
               Secret Compartment. Beneath Rizzeryl's chair is   already searched the area thoroughly.
             a loose floor tile that conceals a hidden compartment,
             which can be found with a successful DC 15 Wisdom   16. PARTIALLY COLLAPSED ROOM
             (Perception) check. It contains three items: Rizzeryl's
             leather-bound spellbook (which holds the spells he has   The back of this room has collapsed, filling the chamber
             prepared, plus arcane lock and sending), a 12-inch-long   with dust and debris. No one has been here in ages, and
             stone key, a 12-inch-long driftwood wand with the sym-  nothing of value remains.
             bol of Xanathar (a circle with ten equidistant spokes
             radiating outward from its circumference) carved at one   17.  HUNGRY RUST MONSTERS
             end. Rizzeryl uses this nonmagical wand to slip past   This old festival hall has an arched ceiling 30 feet high
             the guardian in area 20a and to move through Skullport   and contains the following:
             unmolested.                                        Rust Monsters. Two rust monsters are fighting over a
               The stone key weighs 10 pounds and bears the fol-  rusted steel helmet in the middle of this room, casting
             lowing inscription in Dwarvish: "Meet me on the Lost   it about as they knock each other around.
             Level. Find my twin in S litherswamp." A detect magic   Wall Decor. The walls are decorated with bas-reliefs
             spell reveals an aura of conjuration magic around the   of dwarves singing and drinking. A dozen empty iron
              key, which opens a magic gate that connects levels 6   torch brackets are mounted to the north and south
             and 8 ofUndermountain (see level 6, area 34b, and level   walls at 10-foot intervals.
             8, area 3, for more information on each gate). Rizzeryl
             knows that levels 6 and 8 of Undermountain are called   The rust monsters can't find enough ferrous metal to
              the Lost Level and Slitherswamp, respectively, but he   satisfy their hunger. The helm provides a momentary
              hasn't explored either level.                     distraction that characters can use to cross the hall
               Tabletop Map. The wererats have carefully arranged   safely after they first arrive. The next time they come
              the loose stones on the table to form an accurate map   here, though, the rust monsters are waiting for them.
              of this level of Undermountain; the map, however, omits   The torch brackets bolted to the walls are beyond the
              the chambers hidden behind secret doors (areas 5, 20c,   rust monsters' reach but make irresistible snacks if fed
              20d, 22e, 22f, 25h, and 26b). There's no easy way to   to the creatures. Tearing loose a torch bracket requires
              transport this map without knocking the stones out of   an action and a successful DC 15 Strength (Athletics)
              alignment and rendering the map useless.          check. One bracket is enough to distract the rust mon-
                                                                sters for ld6 minutes.

                                                                                       LEVl::l  .. 2  I ARCANE CHAMBERS
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