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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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