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16B. WEREBATS IN. GOBLIN FORM                       LICHTINC AND  PLUMBING
            Werebats. Twelve goblin werebats (see appendix A) in   All of the buildings in Wyllowwood's village (areas 18-24)
             humanoid form congregate here. Eleven of them are   are equipped with wall-mounted, glass-bottled gas lamps
                                                                fueled by natural gas vents under the village, along with
             seated around the twelfth, who is standing and tell-
                                                                plumbing connected to the underground river nearby. The
             ing a story.
                                                                gas lamps are turned on and off by stone switches on the
            Drawings. Crude chalk drawings cover the walls.
                                                                walls near the doors. Iron faucets control the flow of hot
             The stick-figure chalk drawings on the walls tell the   and cold water through iron pipes to sinks and bathtubs.
            story of a goblin tribe that became infected with werebat
            lycanthropy in the Underdark and the tribe's subsequent   TREASURE
            ordeals. Any character who studies the chalk drawings   A character who searches the cave for treasure and
            and succeeds on a DC 10 Wisdom (Insight) check can   succeeds on a DC 15 Wisdom (Perception) check finds
            ascertain as much. Among the drawings are crude ren-  a small leather pouch buried under a pile of offal. It con-
            derings of the green dragon Valdemar, the archdruid   tains Vool's accumulated wealth: 9 cp, 4 sp, a Harper
           Wyllow, and her tree-like tower.                   cloak pin made of tarnished platinum (25 gp), and a
             One werebat points to specific drawings as it recalls   leather boot. The boot detects as magical and is one of
            the story of how the goblin tribe found sanctuary in   two boots of elven kind; however, it's useless without its
            Undermountain, hid from the green dragon, and made   mate (see level 4, area 16a).
            peace with the archdruid Wyllow. Story time ends as
           soon as intruders are detected. Six of the werebats as-  18. ABANDONED PRIORY
           sume hybrid form before attacking.
                                                              This long, windowless stone building contains several
                                                              apartments formerly occupied by high-ranking priests
           16c. WEREBAT NURSERY
                                                              of Malar, god of the hunt. Stone doors throughout are fit-
           This cave contains two goblin werebats (see appendix
                                                              ted with locks, though they're unlocked at present. The
           A) in humanoid form, as well as seven of their young.
                                                              building has various amenities (see the "Lighting and
             The young werebats are noncombatants worth 0 XP.
           Each has AC 8 and 1 hit point, ability scores of 5, and   Plumbing" sidebar).
           immunity to bludgeoning, piercing, and slashing dam-  Heaped around the building are broken swords,
           age from weapons that aren't silvered. They also have   dented helms, and torn metal armor. After the green
           the Shapechanger trait common to all werebats, but   dragon killed the cultists of Malar, Wyllow stripped the
                                                              corpses of their metal gear, piled the offensive material
           their only other form is that of a Tiny bat.
             If the nursery comes under attack, the adults defend   here as a warning of sorts, and dragged the bodies to
           the young. If the adults are slain, the children turn into   area 7 to rot.
           bats and flee.
                                                              18A.  SACKED TROPHY ROOM
                                                              The goblin werebats have thoroughly ransacked this
           16D. WEREBAT TREASURY
                                                              room, where priests of Malar once displayed trophies of
           Werebats. Two goblin werebats (see appendix A) in hu-  their hunts and meted out punishment to those who had
             manoid form stand guard near the cave entrance.
                                                              failed them. The room contains the following:
           Chests. At each end of the cave is a wooden chest so
             packed with "treasure" that its lid can't be closed.   Wreckage. Overturned and broken shelves and ta-
                                                                bles lie on the floor along with piles of old rugs and
             Treasure. The chest at the east end of the cave con-
                                                                bleached human skulls.
           tains a beaten copper tankard (10 gp), a crowbar, a set
                                                              Stuffed Owlbear. A stuffed owlbear stands on its hind
           of manacles, a bar of soap, five wooden holy symbols of
                                                                legs in the south corner, glaring ferociously.
           Malar, a shoddy cloak made from a brown bear's pelt,   Empty Closet. A narrow door in the eastern corner of
           and ten bleached human skulls.                       the room leads to a small chamber, the walls of which
             The chest at the south end of the cave holds a rusty
                                                                are lined with empty hooks.
           steel gauntlet with fingers ending in claws, a boar's tusk
           set with semiprecious stones (50 gp), a priest's pack   18B. VACANT GUEST QUARTERS
           without the rations, and a random trinket (roll on the
                                                              Furnishings. This room contains four narrow wooden
           Trinkets table in chapter 5 of the Player's Handbook).
                                                               beds draped in dusty quilts and cobwebs. Next to each
           17. VooL's REFUGE                                   bed is a nightstand filled with unlit tapers.
                                                              Bathrooms. Abutting the larger chamber are two small
           Two narrow tunnels above the river's shoreline lead to a   rooms, each one equipped with a working sink, toilet,
           cave usually occupied by a lonely goblin werebat named   and bathtub, all carved from stone and fitted with
           Vool. The characters might encounter him prior to find-  rusty iron fixtures.
           ing this cave (see "Wandering Monsters," page 70).
             Vool's cave is littered with the bones of birds, rats, and   18C. VACANT APARTMENT
           fish, as well as the exsanguinated corpses of a badger   Once the lodgings of the high priest of the cult of Malar,
           and a small deer.                                  this apartment consists of a spacious bedroom and an
                                                              equally impressive bathroom accessible from within.




           LEVEL 5  I WYLLOWWOOD
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