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
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