Page 248 - Waterdeep - Dungeon of the Mad Mage_Neat
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The pole of  angling looks like a 10-foot pole. While   Rock Formations. The cavern's ceiling is dotted with
             holding the pole, one can speak the command word    stalactites, and the ooze flows around a few stalag-
             ("lchthyglug") and transform it into a fishing pole with   mites that rise from the rocky floor.
             a hook, a line, and a reel. Speaking the command word   Urm had the misfortune of being caught up in the
             again changes the fishing pole back into a normal   ooz. e being siphoned from the Swamp of Oblivion and
             10-foot pole.                                     deposited here. Halaster found the mud mephit and
                                                               cast a geas spell on it, compelling it to serve  jaruk the
             2.  SPACE 0ROGS
                                                               dao and Ichthyglug the marid. The genies use Urm as
             Eyes. The 15-foot-high ceiling of this passage is carved   an intermediary to communicate insults to one another,
              with hundreds of  glaring eyes. (Halaster used magic   but the mephit has grown weary of the genies' game. It
              to create the eyes, which are harmless.)         wants to be free of Halaster's  geas spell.
             Orogs. Twelve hostile orogs (see "Space Orogs," page   Urm knows all about the competition betweenjaruk
              244) are camped here. Subtract from this number   and Ichthyglug, and tries to lead adventurers to both
              any orogs previously encountered and defeated as   genies, one after the other. Urm offers to take characters
              wandering monsters.                              to see Ichthyglug first (area 1), since the marid is closer.
                                                               If  the characters have already spoken with Ichthyglug,
              One of the orogs has 60 hit points and is bigger than
             the others. Her name is Rukha, and until recently she   Urm offers to guide them tojaruk's caverns (area 11) by
                                                               following the river of ooze.
             served as first mate aboard the Scavenger (see area 13).
                                                                 Urm is lazy and selfish, inclined not to help characters
                                                               beyond what it must do to satisfy the terms of  its  geas
             TREASURE
             Rukha the orog has a sending stone tucked in one of her   spell. It is familiar with the dangers lurking in the Cav-
             gauntlets. Rukha's mate, the former cook of the Scaven-  erns of Ooze but denies knowing anything. Removing
             ger, had the matching stone but lost it (see area 13c).   Ha  laster's  geas spell makes the mephit somewhat more
                                                               helpful but doesn't change its wicked disposition. In
             3.  O OZE THERE?                                  exchange for its newfound freedom, Urm shares the fol-
                                                                lowing information, which is a mixture of truth and lies:
             The characters see odd shapes form out of the ooze that
             flows nearby.                                     •  The ooze that spills from the orb and fills these cav-
                                                                 erns comes from a place called the Swamp of Obliv-
             3A. THE GREAT OOZE MARCH                            ion (true).
             The river of ooze flows north through this 15-foot-high   •  Halaster captured a strange-looking vessel and hid it
             cave (see "Elemental Ooze," page 244). When the char-  in a giant cavern nearby (true). The ship is alive (false).
             acters first arrive, the ooze rises and takes the form of   •  A powerful demon is trapped in a statue to the
             a conga line of modrons stretching as far as the charac-  north (false).
             ters can see. The modrons march against the sluggish
             flow and make little progress. After 1 minute, they sink   ORB OF OOZE
             back into the ooze. The ooze modrons aren't creatures   The orb is immobile, though it can be moved with a
             or spell effects, and they can't be harmed or dispelled.   telekinesis spell or similar magic. Casting a disintegrate
                                                               spell on the orb destroys it and stops the flow of ooze
             3B.  OOZE HALASTER                                 into the cavern. Other spells have no effect on the orb.
             An artery of ooze flows down this tunnel and pools in   Creatures and objects can pass through the orb,
             a slight depression in the rocky floor. The first time   which is made of the same ooze found throughout this
             anyone comes within 10 feet of the pool, the ooze rises   level of the dungeon. Any creature that enters the orb
             up, takes the form of Halaster Blackcloak, and flails its   is restrained by it. A creature restrained by the orb can
             arms in a way that suggests it might be trying to cast a   use an action to make a DC 15 Strength (Athletics) or
             spell. After 1 minute, the effigy of Halaster loses its form   Dexterity (Acrobatics) check, freeing itself  on a success.
             and becomes a pool of ooze once more. The ooze isn't a   Another creature outside the orb can use an action to
             creature and can't be harmed, nor is it a magical effect   attempt the check if its within reach of the restrained
             that can be dispelled.                             creature; on a successful check, the creature is freed
                                                                from the orb.
             4. THE WEEPING EYE
                                   ~~~~~~~~~~
                                                                5.  IN THE GRI P  OF GHAUNADAUR
             Ooze. This 60-foot-high cavern contains a large pool
               of viscid, foul-smelling ooze that flows sluggishly   A 15-foot-high tunnel containing an open pit connects
               northwest.                                       two caves with 20-foot-high ceilings.
             Urm. A mud mephit named Urm crouches near the
               edge of the ooze (at the spot marked Mon map 19),   5A. PUDDING PIT
               absently poking it with a short pole while mumbling   This naturally formed pit is 20 feet across and 20 feet
               to itself.                                       deep. At the bottom of the pit are three intelligent black
             Orb. Near the east wall, a 10-foot-diameter orb of  ooze   puddings (see "Intelligent Black Puddings," page 244)
               floats 5 feet above the pool. The orb weeps a continu-  that used to be drow worshipers of  Ghaunadaur. When
               ous stream of ooze into the pool and appears to be its   they detect prey nearby, the puddings climb the sides of
               source (see "Orb of  Ooze" below).               the pit and use faerie lire spells to outline their intended


                                                                                       1.EVEL 19 I CAVERNS OF OOZE.
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