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10. CAVES OF THE RIVER COVEN lOD. WATER GEYSERS
Small geysers bubble throughout this 20-foot-high cave,
All the caves in this area are cold and damp, with water spouting jets of briny water that soak the roof.
dripping from the ceiling to form shallow pools of water
everywhere. 10E. STONE CAULDRON
Cauldron. In the middle of this 20-foot-high cave,
10A. BLACK PEBBLE CAVE
This 8-foot-high cave abuts the River Sargauth. Its floor the floor bulges and forms a 5-foot-diameter
is covered with wet black pebbles that crunch underfoot. stone cauldron.
The sound of footsteps on the pebbles is loud enough to Decor. Ship rigging and tattered sails hang from the
alert the grimlocks in area lOb. ceiling like web strands and torn curtains.
The stone cauldron, created by Halaster, is filled to
10B. GRIMLOCKS the brim with murky water and has five rusty iron keys
Having eluded the drow so far, ten grimlocks huddle in at the bottom. (These keys unlock the shackles in area
the back of this 10-foot-high cavern. They feed on fish lOg.) The cauldron has AC 17, 60 hit points, and immu-
from the River Sargauth and fight only in self-defense. nity to poison and psychic damage. If reduced to 0 hit
points, the cauldron cracks and is destroyed. The sea
lOc. SEA HAG CovEN hags use the cauldron as a focus for their scrying spell.
This 30-foot-high natural cave smells like brine and sea- The first time a creature other than a sea hag dis-
weed. It is home to a coven of three sea hags in league turbs the water or damages the cauldron, an elder rune
with Halaster Blackcloak. Each hag has a giant crab pet materializes above it (see "Elder Runes," page 12).
that follows her around and obeys her commands. The Draw from the Elder Runes Deck (see appendix B) to
cave's other features are as follows: determine which rune appears. The elder rune targets a
Noise. The sound of splashing geysers (see area lOd) random creature within 60 feet of it.
echoes throughout. Any creature that drinks a pint or more of water from
Pools. The uneven floor has many shallow pits filled the cauldron must succeed on a DC 13 Constitution sav-
with dirty water. The hags use these pits as baths and ing throw or be poisoned for 1 hour per pint consumed.
hide in them if they see lights approaching or hear un-
familiar footsteps. 10F. GNAWED BONES
Decor. A vast variety of shells are embedded in the slick, The walls of this cave are stacked neatly with goblin,
algae-coated walls. hobgoblin, troglodyte, and giant spider bones that have
been picked clean by the sea hags.
If the characters previously met with Anderian Dusk,
the lantern merchant of Skullport, the sea hags are lOG. LARDER
already acquainted with them thanks to the hag eye The sea hags shackle their food here. Old chains bolted
pendant that Dusk wears. In this case, they address the to the walls end in five sets of rusty shackles, the keys
characters in familiar tones and ask them if they took to which are hidden inside the cauldron in area lOe. A
time to sample some of Skullport's local ales. Other- character with thieves' tools can pick each lock with a
wise, they politely introduce themselves as Coral Black, successful DC 15 Dexterity check.
Gurgle Brine, and Caldra Cuttlefingers. Two prisoners are chained here when the characters
While all three hags are alive, they gain the Shared arrive: an unarmed goblin named Lerk and a 13-year-
Spellcasting trait, as described in the "Hag Covens" old boy named Delvin Stormshore (CG male Illuskan
sidebar in the "Hags" entry in the Monster Manual. The human commoner with no weapons).
hags aren't spoiling for a fight with non-drow, because The hags caught Delvin after he and a friend "bor-
Halaster has tasked them solely with ridding the Sarg- rowed" a rowboat and used it to explore the sea caves
auth Level of the dark elves. The hags keep their affilia- near Skullport. When the sea hags attacked, Delvin's
tion with Halaster a secret and pretend to be harmless friend leaped out of the boat and managed to swim
shell collectors with no enemies to speak of. They use away, but Delvin wasn't so lucky. He's so cold and scared
adventurers to do their dirty work, promising not only that he stammers when he tries to talk.
safe passage through their caves but also information For its own amusement, the wicked goblin has been
meant to turn them against the drow. Throughout the tormenting Delvin by threatening to eat him before the
conversation, they supply the following observations: hags return. Since the boy can't see in the dark, he mis-
• "A drow priestess has defiled an ancient dwarven takes the bullying goblin for his jailer, not another pris-
temple on the other side of the river, turning it into a oner. If rescued, Delvin insists that the characters call
profane breeding pit for spider abominations." him "Del" and gladly offers to carry their gear for them.
• "The drow are kidnapping folk from the city above. Like most goblins, Lerk is a cowardly bully. He's very
Those not fed to the spiders are sacrificed to the vile hungry and begs characters for food and freedom.
demon goddess worshiped by the drow."
• "The drow have already infiltrated Skullport and lOH. HAGS' HOARD
found its defenses lacking. An invasion is imminent. Ceiling. This cave has a jagged, 30-foot-high ceiling.
The capture of Skullport will give the drow a firm Wreckage. A 20-foot-high mountain of rotted-out
base from which to strike into the heart of Under- rowboats fills the back 40 feet of this damp cave.
mountain. What's next? Waterdeep?" jutting like needles from the mound are shattered,
LEVEL 3 I SARGAUTH LEVEL

