Page 35 - Waterdeep - Dungeon of the Mad Mage_Neat
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If he or his thugs are attacked, Shunn Shurreth calls   While enlarged by the duergar skull, the gelatinous
           for bugbear reinforcements from area 9d. Shunn's goal   cube has the following modified statistics:
           in any conflict is to capture his enemies and haul them
                                                              •  The cube is Gargantuan and can hold up to nine Large
           to Skullport as trophies. Once there, the prisoners are
                                                                creatures or up to thirty-six Medium or smaller crea-
           brought to Skull Island and left to the tender mercies of
                                                                tures inside it at a time.
           Commander Sundeth (see "Skullport," page 303).     •  It can make up to four Pseudopod attacks on its turn,
             Supplies. The barrels and crates here contain enough   and it makes Strength checks and Strength saving
           water and dry food to sustain a single person for 600
                                                                throws with advantage.
           days or Shunn's gang for 30 days.
                                                              •  When the cube shrinks back to normal size, any crea-
             Treasure. The thugs carry a total of 14 gp in coin. On   tures that it can no longer contain are expelled into
           a black cord around his neck, Shunn wears a silver key   unoccupied spaces around it.
           (5 gp) that unlocks the silver-bound chest in area 9c.
                                                              lOB.  FLOODED ROOM
           9C.  GANG'S TREASURE
                                                              This laboratory, with a 20-foot-high ceiling, is com-
           Barrels. Stone racks spanning the walls contain barrels   pletely filled with 24,000 cubic feet of salt water created
             that are so rotted and old that they fall apart when   by a spell gone awry. Opening the door causes the water
             handled. (The ale and water once stored in them have   to empty into area lOa. Creatures within 20 feet of the
             long since evaporated.)                          opened door are caught in the deluge and must make a
           Table and Chest. A large stone table in the middle of the   DC 12 Strength saving throw. Any creature that fails the
             room is draped with cobwebs. A silver-bound wooden   saving throw is knocked prone and takes 5 (ldlO) blud-
             chest rests atop it.                             geoning damage.
             Treasure. The chest has a built-in lock that Shunn   Once the water is released, it fills both rooms to a
           Shurreth's silver key opens. The Jock can also be picked   depth of half  an inch. Swept into area lOa with the water
           with thieves' tools and a successful DC 15 Dexterity   is the putrid, rotting corpse of a human wizard in green
           check. The chest contains 100 gp, which Shunn uses to   and purple robes. This is what remains of Salamanth,
           pay his gang.                                      one of Halaster's more foolish apprentices.
                                                                Treasure. A search of the room reveals overturned
           9D. BUGBEAR BARRACKS                               tables, waterlogged books destroyed by salt water, and
           Ten bugbears sleep on the dusty floor of this room.   a glass wand (the dead wizard's arcane focus), which is
           They investigate any commotion they hear in area 9b.   worth 25 gp.

           10.  OOZE TEMPLE                                   10C. ALTAR TO jUIBLEX
           These four rooms comprise a temple devoted to water   False Altar. In the middle of this 20-foot-high room is
           and oozes. All doors leading to these rooms are deco-  a limestone altar topped with a misshapen mound of
                                                               gold that looks like it was poured on the altar in mol-
           rated with symbols of water, and each door forms an
                                                               ten form and left there until it cooled and hardened.
           airtight seal when shut.
                                                               (The mound of gold is an ochre jelly of unusual color
           lOA.  SKULL IN THE CUBE                             trapped in magical stasis.)
                                                              Wall Carvings. Black mildew drips from lidless eyes
           Clean. This 30-foot-high room is swept clean, with no
                                                               and gaping mouths carved into the walls. (The wall
             trace of dust or debris.
                                                               carvings represent the all-consuming demon lord
           Frescoes. The walls are carved with frescoes depicting
                                                               Juiblex. Though ghastly, the depictions are harmless.)
             horrific cyclopean cities of black stone submerged be-
             neath raging seas.                                Close examination of the altar reveals that it bears an
           Giant Ooze. A gelatinous cube measuring 30 feet on a   inscription in Abyssal that reads, "A gift of flesh, will-
             side is trapped in the room. The monster is situated in   ingly given, can feed our eternal hunger." A character
             the northeast corner when the characters first arrive.   who inspects this "mound of gold" can ascertain its true
             Floating in the center of it is a dwarven skull sheathed   nature with a successful DC 12 Intelligence (Nature)
             in glass. Any character who succeeds on a DC 15 Wis-  check. A detect magic spell reveals an aura of trans-
             dom (Perception) check can tell that the skull is sus-  mutation magic around the ochre jelly, suggesting the
             pended in an enormous gelatinous cube, not levitating.   presence of the stasis field.
                                                               The stasis field immobilizes the ooze but also renders
             A detect magic spell reveals an aura of transmutation
           magic around the skull, which belonged to a duergar.   it impervious to damage. This magic is dispelled when it
           Halaster preserved within the skull the duergar's magi-  comes into contact with flesh or is targeted by a success-
                                                              ful dispel magic spell (DC 17). Freed from its stasis, the
           cal ability to enlarge itself. The skull now has the power
           to enlarge the gelatinous cube, and the skull's glassy   ochre jelly attacks.
           coating protects it from the cube's digestive acid. Re-
                                                              lOD.  CAVED-IN ROOM
           moving the skull from the gelatinous cube causes the
                                                              This room has partially caved in, but someone has
           cube to shrink to its normal size (10 feet on a side). The
                                                              bored tunnels through the collapsed sections, granting
           skull has no magical properties other than its ability to   access to dungeon hallways south and east of here. The
           enlarge gelatinous cubes (and potentially other oozes, at   floor is covered with dust and debris, but the room con-
           your discretion).
                                                              tains nothing of interest.
           LEVEL 2  I ARCANE CHAMBERS
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