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who inspects the bolts and succeeds on a DC 15 Intelli- Undermountain. The goblinoids under Warlord Azrok
gence (Nature) check finds evidence of drow poison on hold it currently, and the hobgobUns' orders are to de-
the bolts, but the poison has lost its potency. fend it against drow incursions. The captain, Kliyuse
the Skull Cleaver, has further instructions to direct
15B. ROTTING T'ROGS
adventurers northward to the goblinoid settlement (area
Stench. A putrid stench fills this 10-foot-high cave, 21), denying them access to level 4 until they have met
courtesy of three rotting troglodyte corpses riddled with Azrok and Lurkana. If the characters go where they
with crossbow bolts. Closer examination reveals nasty are directed, Kliyuse assigns two hobgoblins to see that
puncture wounds (from poisoned drow shortswords). they reach the settlement safely and promptly.
Arch Gate to Level 5. Embedded in the southeast wall
is a stone arch, its keystone and base stones each 17B. BUGBEAR SENTRIES
bearing an engraving of an old man clutching a staff. Hunkered down near the eastern wall of this 15-foot-
high cave, gnawing on old bones, are six bugbears with
The stone arch is one of Halaster's magic gates (see orders to attack any non-goblinoids traveling through
"Gates," page 12). Its rules are as follows:
here without an escort.
• The gate opens for 1 minute when the arch is tapped
three times with a staff of any kind. 17c. KEEPERS OF THE PURPLE WORM
• Characters must be 8th level or higher to pass through This 15-foot-high side cave is mostly empty except for
this gate (see "Jhesiyra Kestellharp," page 10). The two goblins huddled at the north end. The goblins,
first creature to pass through the gate triggers an el- Dribblespit and Zob, found a treasure buried in the ru-
der rune (see "Elder Runes," page 12). ins of Stromkuhldur (see "Treasure" below) and brought
• A creature that passes through the gate appears in it here to inspect it more closely. The goblins are obliv-
area 6i on level 5, in the closest unoccupied space ious to the danger nearby (see area 17d) and won't give
next to the identical gate located there. up their newfound treasure easily.
Treasure. Each goblin has half of a 6-inch-tall purple
16. CROSSFIRE CAVES worm statuette carved out of a lustrous purple stone. If
the two halves are reattached using a mending cantrip,
Four drow sentries watch for river incursions from the statuette can be sold for 125 gp. It weighs 5 pounds.
Skullport. The drow fire crossbows at enemies as they
pass between the two caves. 17D. NEROZAR THE DEFEATED
Floating in the middle of this 30-foot-high cavern is a
16A. NORTH LEDGE
beholder zombie named Nerozar and three gas spores
Two male drow hide on this ledge, 6 feet above the wa- that closely resemble it. Any character who can see the
ter. They are brothers named Varaun and Veszdar. If one
is killed, the other flees and alerts the drow in area 20. gas spores can discern their true nature with a success-
ful DC 15 Intelligence (Nature) check.
Nerozar has the statistics of a beholder zombie, but
16B. SOUTH LEDGE
its Disintegration Ray is replaced with the following:
Hidden atop this 8-foot-high ledge are two male drow
named Molkoth and Quilolvir and a female drow elite Telekinetic Ra y. If the target is a creature, it must succeed on a
warrior named Meridin Helvirae. Meridin commands DC 14 Strength saving throw, or the zombie moves it up to 30
this guard post. She carries a 30-foot-long coil of spider feet in any direction. It is restrained by the ray's telekinetic grip
silk rope tied to a grappling hook, which the drow use to until the start of the zombie's next turn or until the zombie is
swing across the river. incapacitated.
A side cave contains the remnants of an old campfire If the target is an object weighing 300 pounds or less that
and the skeletal remains of a halfting adventurer who isn't being worn or carried, it is moved up to 30 feet in any di-
was robbed and killed by his companions. There's no rection. The zombie can also exert fine control on objects with
treasure left to be found here. this ray, such as manipulating a simple tool or opening a door
or container.
17. DANGEROUS PATHS Nerozar uses its Telekinetic Ray to direct the gas
These caverns stand between the drow and goblinoid spores on collision courses with intruders. The gas
settlements on this level. spores' poison has no effect on the beholder zombie.
Nerozar challenged Xanathar for lordship of Skull-
17A. C ONTESTED CAVERN port and lost. Skullport's mind flayer ambassador (see
Guards. Eleven hobgoblins and a hobgoblin captain area 21g) brought Nerozar's animated corpse with it to
are stationed in this 20-foot-high cave. Stromkuhldur, but Azrok wouldn't allow the beholder
Blood. Bloodstains on the floor hint at violent skir- zombie to remain in the settlement, so the mind flayer
mishes that took place here in the past. left it here, where it sprouted the gas spores.
Descending Tunnel. A tunnel to the west slopes steeply 17E. 0TYUGH LAIR
downward to level 4, area l.
This 10-foot-high side cavern is piled high with refuse
House Auvryndar and the Legion of Azrok have been and rotting corpses, under which hides an otyugh.
fighting for control of this cave for months. The faction The otyugh is a friend to the goblins, hobgoblins, and
that controls this cave controls access to level 4 of bugbears of Azrok's Hold (area 21), who supply it with
LEVEL 3 I SARGAUTH LEVEL
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