Page 67 - Waterdeep - Dungeon of the Mad Mage_Neat
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15.  SLIPPERY SLOPE                               Chuul. Circling the island's perimeter is a chuul that
                                                                attacks anyone who sets foot on the island.
            Stench. A rotting stench fills this 30-foot-high cavern.   Petrified Otyugb. In the middle of the island, wearing
            Slimy Corpses. The slime-coated floor slopes toward   a crude net as a cloak, is a petrified otyugh that the
             an underground river. Lying in the slime are the putrid
                                                                kuo-toa adopted as a god and named Bulba-Slopp.
             corpses of three kuo-toa and four troglodytes.
                                                                Treasure has been piled around the statue's three
            Aboleth Projection. As the characters make their way   stumpy legs.
             along the tunnel leading west, an aboleth crawls out
             of the water and confronts them. This aboleth is a   Before the kuo-toa arrived, this island was inhabited
             magical projection created by Illuun to intimidate the   by an otyugh. Halaster turned it to stone and lured kuo-
             characters.                                      toa to the grotto, knowing that the insane fish folk would
                                                              come to worship the petrified otyugh as a god. The
             Illuun the aboleth can sense the characters' presence
                                                              kuo-toa named it Bulba-Slopp, and it served as their god
            and creates a magical projection of itself to interact with
                                                              until the aboleth came on the scene. After Bulba-Slopp
            them. The projection lasts for as long as the aboleth   failed to protect the kuo-toa, the archpriest Noolgaloop
            maintains concentration, as if concentrating on a spell.   set out to craft a new god, and Bulba-Slopp was wor-
           Although the projection is intangible, it looks, sounds,
                                                              shiped no more.
            and moves like the aboleth.
                                                                Treasure. Piled around the petrified otyugh's feet are
             Illuun can sense, speak, and use telepathy from the
                                                              3,300 cp, 670 sp, and 350 gp.
            projection's position as if the aboleth were present at
                                                                The net draped over the otyugh is woven with worth-
            that location. If the projection takes any damage, it dis-  less shells and bones. Tied to the net are two trinkets
            appears. The aboleth has had unpleasant dealings with   (roll twice on the Trinkets table in chapter 5 of the Play-
            adventurers in the past and maintains a healthy fear of
                                                              er's Handbook), a rusty gauntlet, a leather boot, and an
            them. It uses the projection to warn characters that it
                                                              amulet made of composite wood and iron. The boot and
           will not tolerate incursions into its domain and urges   the amulet are both magical:
            them to withdraw or face extermination. It suggests the
           characters take the south passage to the river, then fol-  •  The boot is one of two boots of elven kind. A single
           low the current down to Wyllowwood (level 5). It's happy   boot is useless without its companion. The matching
           to Jet them descend to lower levels of Undermountain,   boot was swept downriver and eventually found by a
           for it plans to conquer those levels eventually itself.   goblin werebat named Vool (see level 5, area 17).
             If the characters seem adamant about pressing deeper   •  The amulet controls the wandering shield guardian on
           into the aboleth's lair, Illuun telepathically commands   level 1 (see "Shield Guardian," page 14). A rune on
           the eighteen troglodytes in area 24 to circle around be-  the back of the amulet matches a similar rune on the
           hind the characters (using the passage that enters area   construct.
            15 from the south) while it keeps the characters engaged
                                                              16B. LAKE OF THE ABOLETH
           in conversation. At the same time, it calls the three
           chuuls from area 16 to come at the characters from the   Monsters. Illuun the aboleth and two chuuls lurk in
           west, trapping them in the tunnel. As soon as the chuuls   the water, which is dark, slimy, and fouled by the abo-
           and the troglodytes arrive and begin their attack, the   leth's presence.
           aboleth projection disappears.                     Underwater Tunnel. A 10-foot-high, 20-foot-wide under-
                                                                water passage connects this cavern to area 16c.
           16.  GROTTO OF MADNESS
                                                                The aboleth and the chuuls prefer to fight underwater.
           llluun the aboleth has turned this flooded cavern into   In addition, the aboleth makes use of lair actions on this
           a den. The cavern is also defended by three chuuls that   level of the dungeon. Although the aboleth wants more
           are under the aboleth's sway.                      slaves, preserving its own life is more important. If its
             The water varies in depth from 20 to 50 feet, and the   chuul bodyguards are killed, the aboleth telepathically
           cavern's domed ceiling is 30 feet higher than the water's   summons the two chuuls from area 17 as it withdraws
           surface. The walls are coated with slime but have abun-  to area 16c, where it makes its final stand.
           dant handholds. A successful DC 15 Strength (Athletics)   The water in the northeastern half of the cave plunges
           check is required to climb them.                   to a depth of 50 feet. As one travels toward the south-
                                                              west wall, the lake's depth shrinks to 20 feet.
           16A. LOST ISLAND OF BULBA- SLOPP
           Rising out of the water is a rocky island upon which the   16c. TREASURE TROVE
           kuo-toa raised a shrine to their old god:          An underwater passage leads to this 30-foot-high cave.
                                                              The water here is slimy and fouled by the aboleth's pres-
                                                              ence, and every surface of the cave is covered in slime.
                                                               A kuo-toa whip and two kuo-toa stand guard atop
                                                              a pebbled beach strewn with dead crabs, rotting fish,
                                                              and treasure. These kuo-toa have been magically
                                                              enslaved by the aboleth. While enslaved, the kuo-toa
                                                              remain in constant telepathic contact with the aboleth,
                                                              but they can't take reactions. Whenever an enslaved
                                                              kuo-toa takes damage, it can make a DC 14 Wisdom
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