Page 248 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 248
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.

