Page 34 - Waterdeep - Dungeon of the Mad Mage_Neat
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Flesh Golem. The flesh golem has instructions to kill Poison Darts. The five poison dart traps are embed-
all intruders and never leave the room. It obeys these ded in the walls north of the pressure plates. A char-
and the skull's other commands until it goes berserk. If acter who searches the hall for traps and succeeds on
the golem attacks Trenzia's skull in its berserk frenzy, a DC 15 Wisdom (Perception) check spots the nearest
the skull uses its next action to try to calm the golem. pressure plate and the dart holes in the wall north of it.
While attempting to calm the golem, the skull can't elec- When more than 20 pounds of weight are placed on
trify the floor. a pressure plate, four darts shoot from the north wall.
Each dart makes a ranged attack (+8 to hit) against
7D. MINING WOES a random target above the pressure plate. On a hit, a
Three ghasts hunker down behind the door leading into dart deals 2 (ld4) piercing damage, and the target must
this room, waiting to attack. make a DC 15 Constitution saving throw, taking 10
This room contains the remains of a mining opera- (3d6) poison damage on a failed save, or half as much
tion. Pickaxes and hammers litter the floor, as do the damage on a successful one. Each trap can be triggered
gnawed bones, torn black robes, and rubber boots of a three times before its supply of darts is exhausted.
female half-elf wizard. Notably absent is the half-elf's Hidden Lever. A lever, concealed by a false section of
skull. (The bones and clothing belonged to Trenzia. stone near where the bugbears stand, arms and disarms
Halaster fed her body to the ghasts.) the poison dart traps. A character who searches the
area finds the false stone and lever with a successful DC
7E. COPPER VEIN
15 Wisdom (Perception) check.
Copper Vein. An exposed bit of stonework has a thick
vein of copper ore running through it. 9B. SHUNN'S GAN G
Litter. A scrap of paper lies on the floor. Lanterns. Battered oil lanterns rest atop toppled blocks
of stone, illuminating this partially collapsed hall.
The scrap of paper is another partial entry from
Furnishings. Crates, barrels, and seven wooden cots
Trenzia's log that reads, "Day 10. With lightning and
copper wires, I created a pack of ghouls. Hal was not im- line the walls.
pressed. He says I'm not ready for Dweomercore and its Xanathar Guild. Seven Xanathar Guild members
(NE human thugs) and their leader, Shunn "Spider
arcane secrets. I'll show him. His flesh golem has given
Eyes" Shurreth (see "Shunn Shurreth" below), gather
me an idea for a trap more devious than any Hal could
around a campfire in the middle of the hall. Two intel-
devise. Ughtning- is there anything it can't do?"
lect devourers have taken residence in the skulls of
8. FRESC O C ROSS HALL two Xanathar Guild members. The creatures use their
Detect Sentience trait to telepathically detect intelli-
Frescoes on the walls of this four-way intersection de- gent creatures approaching.
pict shield dwarves at work. Magic causes the images to
move. The dwarves roll and stack barrels, carve blocks Shunn and his thugs can't be surprised if the intellect
of stone, drink from stone tankards, and so forth. As the devourers sense intruders approaching. If an intellect
characters make their way down each hall, the dwarves devourer's host is killed, it tries to find another.
wave at them and occasionally wink. These animated Shunn Shurreth. A drow priestess of Lolth placed a
frescoes are harmless. curse on Shunn and forced him into exile after he dis-
pleased her. The curse partially transformed him into
9. SPIDER EYES WATCH P OST a spider, giving him eight red arachnid eyes, a mouth
full of fangs, and black bristles sprouting from his slen-
The Xanathar Guild claims this corner of the dungeon.
der limbs. A remove curse or greater restoration spell
Shunn Shurreth, a drow exile favored by the beholder
restores Shunn's natural form, but Shunn doesn't want
crime lord, commands the forces stationed here.
the curse lifted. His horrific appearance strikes fear
into the hearts of his comrades-in-arms and has earned
9A. TRAPPED HALL
him favor with Xanathar. Shunn believes that returning
Bugbears. Two bugbears stand guard at the east end of
to his normal form might weaken his influence over his
this long hall, where it narrows to a width of 10 feet. gang and diminish his status in the Xanathar Guild.
Dart Traps. The northern wall conceals five poison dart Shunn is a drow elite warrior, with these changes:
traps, triggered by hidden pressure plates in the floor
marked T on map 2. • Shunn is lawful evil.
• While cursed with spider features, he can climb diffi-
The bugbears, Bolgus and Bulkar, disarm the poison cult surfaces, even across ceilings, without needing to
dart traps when Xanathar Guild members approach. make an ability check.
When unfamiliar creatures approach from the west,
Bolgus shouts for them to halt and Bulkar asks, "How Shunn moves and converses with an eerie grace and
many eyes does Xanathar have?" The correct reply is, prefers diplomacy over violence when dealing with
"As many as there are stars in the sky." If anyone gives adventurers. If the characters seem interested in a
truce, Shunn offers them 50 gp if they find the wererats
them the wrong pass phrase, the bugbears invite them
that are troubling his gang and return the stone key that
forward but don't disarm the traps.
If the characters approach from area 9b without a they stole. Shunn's gang found the stone key on this
Xanathar Guild escort, the bugbears attack them. level of Undermountain and is still searching for the
lock that it fits into.
LEVEL 2 I ARCANE CHAMBERS
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