Page 47 - Waterdeep - Dungeon of the Mad Mage_Neat
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4A. WANDERING QUAGGOTHS Bronze Relief Door. A successful DC 13 Intelligence
Three quaggoths serving as guards for the drow are (Religion) check reveals that the relief resembles the
patrolling this 10-foot-high area. When they detect in- symbol of Dumathoin but is missing a gem. Placing any
truders, one tries to run to area 5 to sound the alarm gem in the depression unlocks the door. The door can
while the remaining two attack. On the second round of also be opened with a knock spell or similar magic, or
combat, the clamor attracts the spiders in area 4b. by a character who uses thieves' tools and succeeds on a
DC 20 Dexterity check.
4B. P HASE S PIDER LAIR Treasure. The gold veins are actually pyrite (fool's
Four phase spiders lurk in this 20-foot-high cave. If gold), which a character can determine by succeeding
they hear the characters approaching, they shift to the on a DC 13 Intelligence (Nature) check. The mineral
Ethereal Plane and try to ambush the characters. is lovely, but not of great value. The troglodytes have
chipped off twenty 1-pound chunks of pyrite (5 sp each).
4c. GOBBLED G OBLINS
Webs. This cave is filled with webs. Several 3-foot- 50. P RISON
long bundles wrapped in spider silk are suspended Cells. The west end of this hall has six cells with barred
in the webs. doors of rusted iron.
Strange Face. Spiders have woven a giant, webbed face Grimlocks. Six grimlocks terrorize the prisoners in the
of Halaster that looks down from the 20-foot-high ceil- cells by reaching between the bars with bone clubs.
ing with hollow eyes. (They don't have keys to unlock the cells.)
Stained Floor. The uneven floor is stained a rusty red.
T'rissa Auvryndar (see area 6) carries the keys to the
The drow feed wandering goblins to the phase spi- cells. The lock on each cell door can be picked with
ders. A character who succeeds on a DC 12 Wisdom thieves' tools and a successful DC 10 Dexterity check.
(Perception) check notices that one of the bundles is The rusty bars can be torn away from a door with a
wriggling slightly. The bundle contains a goblin named successful DC 21 Strength (Athletics) check. The cells'
Greech, who has been mutilated by spiders and drained occupants are as follows:
of his blood. The goblin has 3 hit points left and is miss-
• Geldax Breer (NG male half-elf commoner) occupies
ing his tongue. He tries desperately to bargain for his
the easternmost cell. He is a Waterdavian lamplighter
life using grunts and frantic sign language.
abducted several nights ago by the drow (and doomed
to become a sacrifice to Lolth unless he escapes).
5. HOUSE AUVRYN DAR
• Lurrash, an unarmed male hobgoblin, occupies the
This area outside the old temple of Dumathoin marks next cell. He is loyal to Warlord Azrok, and the drow
the beginning of the drow settlement. All the chambers are planning to interrogate him for information.
have flat, 10-foot-high ceilings. • The next cell is occupied by the maggot-laced corpse
of a grell that starved to death while in captivity.
5A. WELCOMING COMMITTEE
• The three westernmost cells are occupied by armed
Guards. Four quaggoths guard this entryway. If any male drow named Quave, Narlros, and T'mek. They
quaggoths fled from area 4a, they are waiting here, are being tested by T'rissa Auvryndar, who is hungry
along with a male drow mage named Ilnor Telenna, for a new consort. The drow are all malnourished and
who has come to investigate. have weeping wounds from the lashes of a scourge.
Webs. Thick cobwebs stretch between the walls and Each has 8 hit points remaining. While locked in their
form a canopy across the ceiling, from which hun- cells, they attack intruders they can see with their
dreds of tiny spiders dangle on silken threads. hand crossbows.
Web Bundles. Two large bundles of spider silk flank the
entry door. 5o. SuN ELF
The door to this chamber is barred from the outside.
The spider silk bundles are sticky but easily torn open
Confined inside is a prisoner named Marta Moon-
to reveal two stout statues of dwarves- one bearing a
shadow. Fascinated by drow culture, Marta hoped to
pickaxe, the other a chisel and hammer.
join the ranks of House Auvryndar but was captured
and locked up instead. She seeks an opportunity to
5B. TROGLODYTE FOOLS
prove her worth to the drow.
Miners. Sparkling veins of gold stripe this hall. These
Marta is a sun elf mage, with these changes:
minerals were preserved by the ancient dwarves for
their natural beauty, but currently four troglodytes- • Marta is neutral evil.
slaves of the drow- are mining the veins with pick- • She has the following racial traits: She speaks Com-
axes. (If the troglodytes hear combat in area Sa, they mon, Draconic, Dwarvish, Elvish, and Undercommon.
drop their pickaxes and flee to area 6.) She has darkvision out to a range of 60 feet. She has
Webs. The ceiling is covered with webs that conceal a advantage on saving throws against being charmed,
giant spider. It attacks the adventurers from above. and magic can't put her to sleep. Add ray of frost to her
Door. The west door to area 6 is emblazoned with a list of known cantrips.
bronze relief of a mountain with a fist-sized depres- • Her spellbook and her arcane focus were taken from
sion in its center. The door is locked. her. (The characters can find them in area 20b.)
LEV.EL 3 I SARGAUTH LEVEL

