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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
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