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21D. ARMORY 21J. ALE STOREHOUSE
Two hobgoblins guard racks of mundane weaponry. Azrok buys cheap ale from Gyudd's Distillery in Skull-
port and stores it here. The door is shut from within and
21E. HOBGOBLIN BARRACKS has a small, iron-barred window. Forcing open the door
The old furnishings were cleared out of this chamber to requires a successful DC 22 Strength (Athletics) check.
make room for thirty-two wooden cots. Five hobgoblins Standing inside the room is a hobgoblin guard with a
rest here between patrols. horn. It uses an action to blow the horn and sound an
alarm if someone tries to break into the storehouse.
21F. BRAIN-DOG KENNEL The chamber contains thirty 5-gallon casks. Eight
The mind flayer ambassador (see area 21g) has been of them hold Wyrmwizz, a muddy swill, and the rest
luring goblinoids into this building and implanting in- are empty.
tellect devourers in their skulls. The chamber has the
following features: 21K. CAPTAINS' BARRACKS
Wreckage. The floor is strewn with wrecked furniture The furnishings were cleared out of this room to make
and broken crates. space for nine wooden cots. Two hobgoblin captains
Goblins. Feeding on rats in the middle of the room are rest here between patrols.
two goblins and a goblin boss, all with intellect de-
vourers implanted in their skulls. 21L. VISITORS' QUARTERS
Brain-Dogs. Two more intellect devourers hide among This chamber is identical to area 2li.
the wreckage. They target intruders with their Devour 21M. PREETA KREEPA
Intellect action option.
Dug out of a mostly collapsed section of Stromkuhldur
is a stone hovel in a cave lit by continual flame spells
21G. XANATHAR'S AMBASSADOR
A mind flayer named Ulquess resides here, serving as cast in several old cauldrons lying among the rubble.
the ambassador from Skullport. Ulquess has been im- The door to the hovel is ajar, and harmless rats scurry
planting intellect devourers in the skulls of goblinoids, in and out in a constant stream. Inside the hovel, feeding
turning them into spies loyal to Xanathar. If its plot is bits of juicy moss to the rats, is a mage named Preeta
discovered, the mind flayer has no choice but to telepath- Kreepa. She served as an assistant to Arcturia, one
ically summon its thralls from area 21f to kill anyone of Halaster's apprentices, until Arcturia transformed
who knows its secret. (It hides the bodies in area 22.) her into a monstrous horror. Preeta looks like an old
The room's centerpiece consists of two elegant chairs woman with two beholder eyestalks sprouting from her
made of petrified wood arranged atop a circular rug. On eye sockets. Her mouth, twice as large as it should be,
a slender table between the chairs is a makeshift, three- is filled with sharp, pointed teeth. She wears the flayed,
tiered Dragonchess set assembled from myriad pieces slippery, translucent skin of a kuo-toa as a cloak.
of other sets. The mind flayer conducts business here For years, the Legion of Azrok left Preeta alone. Now
while seated casually in one of the chairs. the growing hostilities with the drow have prompted Az-
If the characters are meeting with the ambassador rok to call on her for help. Preeta understands the threat
at Lurkana's urging (see "Side Quest: Retrieve Azrok's posed by the drow and is using animate dead spells to
Dagger," page 44), the mind flayer politely discour- raise drow corpses, creating forces that Azrok can call
ages them from visiting Skullport, claiming that it's not upon to bolster his defenses. She keeps these undead
safe for adventurers. It also tells them an Undermoun- warriors locked in area 2lq.
tain secret, hoping they'll be lured away by the mystery. Preeta is a mage, with these changes:
Draw a card from the Secrets Deck (see appendix C). • Preeta is chaotic neutral.
Treasure. A thorough search of the room yields an • She has darkvision out to a range of 120 feet,
unlocked iron coffer containing 100 gp that the ambas- and she speaks Common, Dwarvish, Goblin, and
sador uses for bribes. Undercommon.
• As a bonus action or a reaction, she can shoot one of
21H. GOBLIN DEN the following eye rays at one target she can see within
The door to this structure is ajar, with snores emanating 120 feet of her:
from within. Sleeping in a pile to the north are twelve
goblins. Their weapons and shields lie in a heap to the Fear Ray. The target must succeed on a DC 15 Wisdom saving
south. The goblins are reluctant combatants, easily throw or be frightened for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the effect
intimidated by shows of strength. If they're being massa- on itself on a success.
cred, the survivors flee to area 23a.
Paralyzing Ray. The target must succeed on a DC 15 Constitu-
2h. VISITORS' QUARTERS tion saving throw or be paralyzed for 1 minute. The target can
Visitors who are on friendly terms with Azrok and Lur- repeat the saving throw at the end of each of its turns, ending
kana can rest here. The door has no lock. The chamber the effect on itself on a success.
contains enough bedroom furniture to accommodate If the characters promise not to harm her, Preeta
eight guests.
shares two Undermountain secrets with them.
Determine each secret by drawing a card from the
Secrets Deck (see appendix C).
1.EVEL 3 I SARGAUTH LEVEL

