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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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