Page 73 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 73

Arch. Carved into the· middle of the east wall is a dec-  4D. WESTERN  GATE
             orative stone arch enclosing a blank wall (see "Arch   This gate resembles the one at area 4a, except that it
             Gate to Level 2" below).                         looks out over area 4e.
           Furnishings. A wooden trestle table lies on its side
             in the middle of the room. An iron chandelier with   4E.  CRYSTAL CAVERN
             melted wax candles is suspended from a rafter above
                                                              Crystal Decor. The walls of this 60-foot-high cavern are
             it by a rope tied off to a hook near the northern door.   covered with naturally formed crystal draperies that
           Dead Halfting. Tucked behind an iron stove in the    resemble frozen waterfalls.
             northeast corner is a dead halfling in leather armor,   Moaning Fissure. A 30-foot-long, 10-foot-wide, 20-foot-
             his face twisted into a mask of horror.
                                                               deep fissure cuts across the middle of the ceiling like
             The halfling adventurer, Haddon Fleetfoot, refused   an open wound. The ominous moan heard throughout
           to serve the will-o'-wisp in area 2d and barricaded   the complex originates from here and is made by a
           himself in this guardhouse, believing that act would   cloaker hiding in the crack.
           prevent the will-o'-wisp from reaching him. An exam-  Gate. An iron gate is embedded in the east wall (see
           ination of his corpse and a successful DC 12 Wisdom   area 4a for details).
           (Medicine) check reveals that he died from several light-  Illusory Wall. A 20-foot-square section of wall south of
           ning shocks.                                        area 4d is illusory and conceals a tunnel. The illusory
             Arch Gate to Level 2. The stone arch is one of    wall has no substance, and creatures can pass right
           Halaster's magic gates (see "Gates," page 12). Its   through it. A successful dispel magic spell (DC 17)
           stone frame has been carved to look like the trunks of   dispels the illusion.
           trees, and close inspection reveals the image of a dead   The cloaker is using its moan to draw others of its
           tree carved into its keystone. Its rules are as follows:
                                                              kind to this location, hoping to form a conclave. If the
           •  Touching the arch with a dead twig or branch causes   cloaker detects interlopers, it creates phantasmal du-
             the gate to open for 1 minute.                   plicates of itself, emerges from the crack in the ceiling,
           •  Characters must be 6th level or higher to pass through   and attacks.
             this gate (see "Jhesiyra Kestellharp," page 10). The   The crystal formations reflect and amplify nearby
             first creature to pass through the gate triggers an el-  light. The crystals also amplify sound, allowing it to
             der rune (see "Elder Runes," page 12).           carry well beyond the cavern's confines. The crystals
           •  A creature that passes through the gate appears in   otherwise have no properties or value.
             area 12 on level 2, in the closest unoccupied space
             next to the identical gate located there.        5. INNER F OREST
             Treasure. Haddon's corpse wears a salvageable suit   A thorough exploration of this part of the forest reveals
           of halfling-sized leather armor. It clutches a silvered   several items of note:
           shortsword in one hand and a burnt torch stub in the   Litter. The forest is strewn with rusty weapons, burnt
           other. A search of the corpse yields a dungeoneer's pack   torch stubs, empty bottles, and other worthless para-
           with spoiled rations and 5 torches remaining, and a   phernalia left behind by adventurers.
           small pouch containing 4 gp.
                                                              Druidic Totems. Eerie totems hang from the trees.
                                                               Made from twigs, feathers, and tattered bits of cloth,
           4. CLOAKER D EN
                                                               they look like crude dolls. (Each one is modeled after a
           A conclave of cloakers has taken over this series of cav-  humanoid Wyllow has killed.)
           erns. Wyllow has tried to frighten off the cloakers, so
                                                               General features of the forest are summarized in the
           far without success. A persistent, eerie moan emanates
                                                              "Forest Features" sidebar. Characters who engage in
           from area 4e and can be heard throughout this complex   wanton destruction are accosted by several creatures,
           and well into the surrounding forest.
                                                             each of which has been the recipient of an awaken
                                                             spell: four awakened trees, an awakened brown bear,
           4A. EASTERN GATE
                                                             two awakened elks, and three awakened giant wasps.
           A 15-foot-high iron portcullis is embedded in the stone
                                                             These creatures are loyal servants of the archdruid.
           wall at the mouth of a long tunnel. Rough-hewn stairs
           just inside the tunnel climb to the top of the wall, which   6. WYLLOW'S TOWER
           is enclosed by stone battlements. There are no guards
           stationed atop the wall or beyond the portcullis. The   Wyllow's Tower is carved to look like a squat stone tree
           winch to raise the portcullis is inside the tunnel, just   with twisted, stony boughs protruding from the walls.
           beyond the gate. The portcullis can also be lifted with a   Thirteen giant bats hang from these crumbling limbs
           successful DC 25 Strength (Athletics) check.      like ornaments, their wings wrapped tightly around
                                                             their bodies. If the characters try to climb the tower, the
           4B- C.  SIDE CAVES                                bats attack. The bats otherwise fight only in self-defense
           Two cloakers lurk here, one in each cave. They team up   or at Wyllow's command.
           against intruders. If one is killed, the other retreats to   At the base of the tower, on the south side, is a 12-foot-
           area 4e and joins the cloaker there. The caves are bereft   high arched double door made of carved stone. A rope
           of furnishings and treasure.                      hanging next to the door rings a bell when tugged. If
                                                             the characters knock or ring before entering, Wyllow's


           LEVEL 5  I WYLLOWWOOD
   72
   68   69   70   71   72   73   74   75   76   77   78