Page 39 - Waterdeep - Dungeon of the Mad Mage_Neat
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18.  COLD STORAGE                                  19E. SPIDER LARDER
                                                              Dense webbing fills this room as well (see area 19c for
           The Melairkyn dwarves used this chamber for cold stor-
                                                              rules). Suspended within the webs are six cocoons. Five
           age. Halaster has turned it into a trap. The room has the
                                                              contain the desiccated corpses of four goblins and a
           following features:
                                                              nothic. The sixth contains a swarm of  insects (spiders)
           Cold. The room is bitterly cold.                   that bursts forth and attacks if the cocoon is torn open.
           Glowing Rune. The walls rise 10 feet, then angle in-  Treasure. The dead nothic has no treasure. A thor-
             ward, forming a pyramidal roof with a 40-foot-high   ough search of the goblin corpses yields 20 cp, 18 sp, 5
             apex. Inscribed on the sloped north wall is a IO-foot-  gp, and a silvered dagger.
             tall Dwarvish rune that glows with a faint blue light.
                                                              20. DEAD EYES WATCH POST
             Any character who understands Dwarvish knows that
           the oversized rune on the north wall is an ancient sym-  The Xanathar Guild forces stationed here include five
           bol meaning "cold." A detect magic spell reveals an aura   human thugs, eight bugbears, and their leader, Nadia
           of  conjuration magic around the rune. The rune's magic   the Unbent. A beholder zombie provides added security.
           lowers the room's temperature to 0 degrees Fahrenheit.
             When a spell is cast in this room (including one cast   20A. BEHOLDER ZOMBIE
           from a magic item), the giant rune flashes and deals 36   Watcher. A beholder zombie floats near the 20-foot-
           (8d8) cold damage to all creatures in the room. Once the   high ceiling of this chamber, out of melee range.
           rune has released this cold energy, it can't do so again   Painted in white around its central eye is a circle with
           for 1 hour.                                         ten equidistant spokes radiating outward from its cir-
                                                               cumference (Xanathar's symbol).
           19. GIANT SPIDER DEN                               Noise. Sounds of mock battle emanate from the tunnel
           Giant spiders make their home here despite countless   to the west (leading to area 20b).
           attempts by adventurers to get rid of them.         The beholder zombie attacks anyone who enters the
                                                              room without brandishing or wearing the symbol of
           19A. ARACHNID DOWN
                                                              Xanathar. Combat in this room brings reinforcements
           Clutter. Narrow paths wind between scattered piles of   from area 20b.
             broken furniture and garbage.
           Chandeliers.  Two iron chandeliers, once anchored to   20B. WATCH POST BARRACKS
             the 20-foot-high ceiling, have fallen- their ropes cut.   Xanathar Guild. Unless they are drawn to area 20a by
             One has crashed into a pile of debris. Pinned beneath   sounds of combat, the following creatures are training
             the other chandelier is a dead giant spider.      here: a 7-foot-tall, powerfully built woman with shaggy
                                                               black hair and pale skin named Nadia the Unbent (NE
           19B. OLD BEDCHAMBER
                                                               female Illuskan berserker), five human thugs (three
           Dead  Spider. A dead giant spider, its body shot full of   women and two men), and five bugbears.
            arrows and scorched by fire, lies next to a broken   Blood Circle. Painted in blood on the middle of the
            wooden bed against the east wall.                  floor is a IO-foot-diameter circle with ten equidistant
           Armoire. Standing against the south wall is a wooden   spokes extending outward from its circumference
            armoire draped in cobwebs.                         (Xanathar's symbol).
            Treasure. The armoire contains the skeletal remains   Hammocks. Fifteen leather hammocks are hooked to
           of a halfling adventurer who was trapped inside by giant   stone brackets that protrude from the walls at regular
           spiders and starved to death. The skeleton is clad in a   intervals.
           chain shirt and wears a ring of  swimming on one bony   Secret Door. A secret door in the west wall leads
                                                               to area 20c.
           finger. Characters who search the armoire also find an
           explorer's pack (minus water and rations).          If  she's here, Nadia the Unbent stands in the middle of
                                                             the bloody circle, armed with a 10-foot-pole, and is using
           19c. STICKY WEBS
                                                             it to knock about her underlings in a contest to see who,
           This room is full of  thick, sticky webs (see "Dungeon
                                                             if anyone, can push her out of the circle. Nadia relishes
           Hazards" in chapter 5 of the Dungeon Master's Guide).
                                                             any opportunity to fight and kill, and she hurls herself
           The webbing stretches all the way to areas 19d and 19e.   and her forces into battle without a second thought.
            Any tugging or burning of the webs in this area alerts
           the giant spiders in area 19d, which creep down the hall-  20c. ARCH GATE TO LEVEL 6
          way to investigate.                                This hallway has three alcoves:
           19D.  SPIDER WARREN                               •  The two southernmost alcoves contain secret doors to
           Five giant spiders lair here and attack all intruders.   areas 20b and 20d, respectively.
                                                             •  The alcove to the north has an arch embedded in its
                                                               back wall. Carved into the arch's keystone is an image
                                                               of  a rust monster.






           LEVEL 2  I ARCANE  CHAMBERS
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