Page 81 - Waterdeep - Dungeon of the Mad Mage_Neat
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22. MESS HALL                                      23B. INITIATES' Q,UARTERS
           The cultists cooked meals and ate here before a hunt.   Furnishings. Eight rows of bunk beds stacked four high
           The werebats have thoroughly looted the building, leav-  run the length of this room.
           ing its stone doors ajar. This structure has lighting and   Wreckage. Along the walls are piles of splintered wood,
           plumbing (see the "Lighting and Plumbing" sidebar).   the remains of shelves where cult initiates once stored
                                                               personal belongings.
           22A.  PANTRY                                       Bathroom. The small room to the south contains a
           This room smells like rotting fish and vinegar. Toppled   working sink, toilet, and bathtub, all crafted from pol-
           stone shelves, smashed barrels, and broken casks fill   ished stone with rusty iron fixtures.
           this chamber. A thorough search yields ten empty sacks
           and a drained wineskin that are salvageable.       24. ANIMAL CLOISTERS
                                                              The cultists of Malar kept various beasts here under
           22B. L ARDER
                                                              lock and key. None of the building's stone doors is cur-
           Statue. This room is cold. Frost coats the walls and   rently locked, however. The building has lighting and
             floors, becoming thicker around a life-size statue   plumbing (see the "Lighting and Plumbing" sidebar).
             of a dwarf that stands against the south wall. The
             dwarf  appears to be covered in brown fur (actually   24A. BEASTKEEPERS'Q,UARTERS
             brown mold).                                     Furnishings. Six wooden beds line the walls of this
           Hooks and Chains. Rusty meat hooks and chains dan-  room. At the foot of each bed is an empty chest.
             gle from the rafters.                            Padded Suit. Draped over a wooden mannequin against
             The statue is a dwarf who was petrified by a basilisk   the north wall is a suit of padded armor, a pair of thick
           over a thousand years ago. A patch of brown mold (see   padded mittens, and an open-faced helm fitted with a
           "Dungeon Hazards" in chapter 5 of the Dungeon Mas-  steel grill. (Cult members wore this cumbersome out-
           ter's Guide) covers the dwarf and chills the room.   fit while training beasts. It functions as padded armor
                                                               but provides no Dexterity modifier to the wearer's AC.)
           22c.  KITCHEN                                      Bathroom. The small room to the north contains a
           This kitchen is equipped with a long wooden trestle   working sink and toilet crafted from polished stone
           table, a pair of iron stoves, and stone shelves. The were-  with rusty iron fixtures.
           bats have ransacked the kitchen, breaking most of the
           dishware in the process. The floor is covered with bro-  24B. AVIARY
           ken crockery and glass. Nothing of value remains.   A permanent silence spell suppresses all noise in this
                                                              room. A successful dispel magic spell (DC 16) ends the
           22D. MESS HALL                                     effect. Hanging from rods mounted to the walls are a
           Chandeliers. Four chandeliers made from old wagon   dozen empty iron birdcages. Countless old feathers lie
             wheels hang from the rafters by frayed ropes. Melted   strewn across the dusty floor.
             wax trails down from them like icicles.
           Furnishings. Wooden tables and benches stand in    24c. BEAST CAGES
                                                              This room contains six empty iron cages, each 5 feet
             rows beneath the chandeliers. Empty tankards lie
                                                              on a side and secured with a rusty padlock. A padlock
             scattered on the tables and the floor amid dust, mold,
                                                              can be picked open with thieves' tools and a successful
             and cobwebs.
                                                              DC 15 Dexterity check; it can also be broken off with a
           23. DESECRATED  SANCTUARY                          successful DC 15 Strength (Athletics) check or a solid
                                                              weapon hit (AC 15).
           This windowless stone building was set aside for cult
           initiates. The building has lighting and plumbing (see   AFTERMA TH
           the "Lighting and Plumbing" sidebar).
                                                              If Wyllow is killed, the werebats notice her absence
           23A. HALL OF P RAYER                               within a few days. After working up the courage to ex-
           Boars. Two hostile boars have crept into this room in   plore and loot her tower, they use the calendar stone
            search of food. They attack anyone who comes within   inside to trap Wyllowwood in a state of perpetual night.
             10 feet of either of them.                       Over time, this has the effect of killing off the plants that
           Decor. The floor is strewn with frayed prayer mats. Six   need sunlight to survive.
             tapestries lie heaped in a corner.                In the absence of the archdruid's protection, the were-
           Empty Vestry. The smaller room to the north has bare   bats and other predatory monsters raid the dying wood
                                                              and kill most of the birds and mammals. IfTearulai is
             hooks on the walls. (This is where the tapestries used
                                                             still lodged in Valdemar's skull, the dragon holds back
             to hang, until the werebats tore them down.)
                                                              the encroaching monsters as best it can.
            Treasure. Each torn tapestry depicts a wilderness   If Tearulai and Valdemar are separated and the
           battle between primitive human hunters and one or   dragon survives, it rekindles its enmity with the arch-
           more monsters, including a unicorn, a displacer beast,   druid and anyone else who would curtail its evil predi-
           an owl bear, a pack of worgs, and a griffon. Casting a   lections. Wyllow commands newly arrived adventurers
           mending cantrip on a tapestry restores its value (25 gp).   to dispose of the dragon, banishing those who refuse.



           LEVEL 5  I WYLLOW\VOOD
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