Page 54 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 54
plenty of carrion. It won't ordinarily attack goblinoids shackles. Without these keys, a successful DC 15 Dex-
or anyone escorted by them. It will, however, attack any terity check made using thieves' tools opens each lock.
creature that dares to root through its garbage pile. If released from captivity, the goblinoids arm them-
The corpses in the garbage pile are the remains of selves with improvised weapons and flee to area 17a
drow, quaggoths, bugbears, goblins, and hobgoblins that by way of the south tunnel. The bugbear's name is
were killed in skirmishes between the Legion of Azrok Blarg. The goblins' names are Globby, Bootlick, and
and House Auvryndar. The bodies have been stripped of Earstabber.
all armor, weapons, and valuables, and some are miss- What~ for Dinner? The simmering cauldron contains
ing chunks of flesh- a feast for the otyugh. a hearty stew of ripplebark fungus and troglodyte meat.
18. ABANDONED C AVERN 20B. T'RISSA'S Q UARTERS
Two male drow guards named Krivven and Yazdriirn
This 30-foot-high cavern contains part of the ancient stand outside the door. They deny entry to all but T'rissa
settlement of Stromkuhldur. Crumbling, single-story and immediately attack intruders. The building holds
buildings stand empty, their roofs caved in and their in- the following features:
sides picked clean. Sections of the cavern ceiling show
signs of collapse, with rocks scattered across the floor. Stuffed Heads. Mounted to the walls are the stuffed
heads of several bugbears, hobgoblins, and goblins.
19. CHIMERA'S L AIR Chest. A locked chest of dark wood, carved in the like-
ness of a spider with eyes of red crystal, rests in the
T'rissa Auvryndar's pet chimera lounges atop a pile of western alcove. (The key to the chest is hidden in the
coins in the southern half of this 15-foot-high cavern. mouth of a mounted goblin head nearby.)
The chimera can be placated with food and shiny trin- Furnishings. A bed with a canopy of spiderwebs fills
kets; otherwise, it attacks adventurers who come too the eastern alcove. Other furnishings include a
close to its hoard. dresser and a vanity that has an empty frame where
The chimera's hoard contains 600 ep, 2,000 sp, and
the mirror should be.
10,000 cp.
The chest's lock can be picked by using thieves' tools
20. DROW TOWN and making a successful DC 15 Dexterity check, or
opened with a knock spell or similar magic.
An ancient earthquake collapsed sections of Strom-
Treasure. The eight red crystal eyes on the chest can
kuhldur, dividing the town into smaller caverns. After be pried loose and are worth 5 gp each. Inside the chest
driving the Legion of Azrok out of this eastern cavern,
the drow of House Auvryndar assumed control of it. The are three shelves stacked vertically.
cavern has the following features: The top shelf holds an onyx spider figurine (25 gp),
eight sticks of incense (1 gp each), and a dagger with
Ruins. The 30-foot-high cavern is a deathly quiet maze a tiny reservoir built into its hilt that holds up to three
of crumbling stone buildings, many of which have par- doses of a liquid poison.
tially collapsed. The buildings' walls are 10 feet high, The middle shelf contains a folded spider silk robe,
and their roofs have mostly caved in. dyed black, with tiny golden spiders sewn into it (90 gp).
Webs and Spiders. Webs are strung between the build- Hidden in the folds of the robe is a potion of healing in a
ings, but they're not thick enough to inhibit movement. crystal vial.
Nine giant spiders roam the alleys between the build- On the bottom shelf rests a birchwood wand (an ar-
ings in search of prey. cane focus) and a leather-bound spellbook that belong
The giant spiders creep about in groups of three. Ad- to Marta Moonshadow (see area 5d). The book contains
ditional forces stationed here include a male drow elite the following spells: chromatic orb, cone of cold, coun-
warrior named Ranaghax Auvryndar, twelve male drow, terspell, detect magic, dispel magic, enlarge/ reduce,
three grimlocks, and three quaggoths. If an alarm is fireball, fly, greater invisibility, ice storm, identify, mage
raised, these forces gather with the giant spiders to seek armor, magic missile, magic weapon, misty step, poly-
out and destroy intruders. morph, sending, shield, and suggestion.
Buildings not keyed on the map are assumed to be
empty rooms. The rest are described below. 20c. Q uAGGOTH D EN
Three quaggoths, one of which is a quaggoth thonot
20A. KITCHEN (see the sidebar in the "Quaggoth" entry in the Monster
Manual), feast from a trough in the middle of this room.
Odor. The smell of meat stew wafts from this building. The trough contains bloody troglodyte entrails and
Servants and Guards. Inside, a manacled bugbear other less identifiable fixings. Non-drow intruders are
and three goblins shackled together by the ankles are
attacked on sight.
preparing meals under the watchful eye of three male
drow guards named Raelphar, Rizryn, and Xebyl. 20D. D EMON MIRROR
Furnishings. Stone counters are spread throughout The door to this building is locked, and T'rissa Auvryn-
the room. A large cauldron is hung above a fire in the dar (see area 6) carries the only key. The lock is old and
southwest corner. can be picked by using thieves' tools and making a suc-
Raelphar carries a key to the bugbear's manacles, cessful DC 12 Dexterity check.
and Rizryn has a ring of keys that unlock the goblins'
LEVEL 3 I SARGAUTH LEVEL

