Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

2o. TROGLODYTES' TROVE
This cave features natural shelves lined with the skulls
of the troglodytes' former leaders.
Treasure. Piled on the floor in plain view is the trog-
lodytes' wealth: 920 gp, a silvered longsword, and three
amethyst orbs (750 gp each).



  1. HUNGRY GN OME


Corpses. Eight drow corpses are s played like rag dolls
across the floor of this 10-foot-high cavern.
Troll in Gnome Form. A naked, hairless, gray-skinned
deep gnome is gnawing on one of the corpses. (The
gnome is really a troll named Xlorp, transformed by
the runes in area 11 b.)
In its current form, the troll has the statistics of an
unarmored (AC 12), chaotic evil deep gnome (svirfneb -
lin) that speaks only Giant. Casting a s uccessful dispel
magic spell (DC 19) on the troll causes it to revert to
its normal form. Xlorp also reverts to its normal form
when its gnome form is reduced to^0 hit points. It has
full hit points in its troll form, but any excess damage
from the attack that caused it to revert is carried over to
that form.
Xlorp follows the characters around if they give it
food. It fights alongside the party, as long as it remains
happy and fed. If Xlorp is mistreated in any way, it goes
berserk and attacks everyone.
The drow were killed by the behir. A character who
examines the bodies and succeeds on a DC 10 Wisdom
(Medicine) check reveals that four drow are covered in
burn marks consistent with lightning strikes, three were
torn to pieces by large claws, and one was crushed to
death (a victim of the behir's coils).



  1. L OATH SOME LIMBS


Rock Formations. Stalactites and stalagmites fill
this area.
Wa rty Limbs. Six severed troll limbs (five arms and one
leg) and a decapitated troll head lie in pools of dark,
sticky blood across the floor.
Bloody Trail. A trail of large, bloody claw marks mean-
ders around the stalactites on the ceiling, then exits to
the southwest.
When the characters pass through this area, the limbs
twitch as they come to life and attack, as described in
the "Variant: Loathsome Limbs" sidebar in the "Troll"
entry in the Monster Manual. Any character who suc-
ceeds on a DC 10 Wisdom (Medicine) check can identify
the body parts as belonging to three separate trolls,
which were torn apart and partially devoured by the
behir. The tracks on the ceiling belong to the behir and
fade out halfway to area 14.



  1. TROL LING THE TROGLODYTES
    Ceiling. This ceiling varies in height from 15 to^30 feet.
    Ba ttle. A five-armed troll is engaged in battle with six
    troglodytes in the northwest part of the cave.
    Pit. The southwest edge of the cave borders a 30-foot-
    deep, yawning pit with nothing in it.


I EVEL^11 I TROGLODYTE WARR~ NS

Secret Door. The north wall contains a secret door that
swivels on a central axis. The secret door can be seen
automatically from inside the tunnel.
If the characters watch to see how the battle plays out
between the troglodytes and the troll, assume that one
troglodyte dies each round, while the troll's hit points
do not decrease thanks to its Regeneration trait. If the
characters come to the troglodytes' aid, the fearful trog-
lodytes disengage from combat on thei r next turn, flee
through the secret door, a nd retreat to area 7a, leaving
the characters to deal with the troll on their own.
The mutated troll has an extra pair of arms sprouting
from its chest and a fifth arm growing out of its back.
The troll has made a successful saving throw against
the stench of the troglodytes. It has the statistics of a
normal troll, with these changes:


  • It has 44 hit points when the characters first arrive.

  • It makes an additional three claw attacks as part of its
    Multiattack action.
    In its wounded state, the troll has a challenge rating of
    6 (2,300 XP). If it regains all its hit points, its challenge
    rating becomes 8 (3,900 XP).



  1. P I ERCER CAVERN
    This cavern is filled with stalactites and stalagmites,
    and hidden among the stalactites a re twenty-six
    piercers. A piercer drops onto any creature that ends its
    turn in the cave, until all the piercers have dropped.
    North of the cavern is a 30-foot-deep, yawning pit with
    nothing in it. Beyond this pit lies area 5.
    7. TROGLODYTE LAIR
    The last free clan of troglodytes inhabits these caves.
    Its members live in equal fear of the behir, the trolls,
    and the drow. Adventurers are perceived as just another
    threat until they prove otherwise. Characters who don't
    speak Troglodyte and don't have access to a tongues
    spell or similar magic can use gestures, pictures, or
    other crude methods to communicate with the troglo-
    dytes on a rudimentary level. Getting a message across
    in this way requires a s uccessful DC^15 Charisma (Per-
    formance) check.


7A. BATTLE-READY TROGLODYTES
Ceiling. Stalactites dot the ceiling, which runs from^30
feet high in the north to^50 feet high in the south.
F loor. This cavern has a muddy, uneven floor.
Troglodytes. Eighteen adult troglodytes take cover
behind a scattering of s talagmites. (Add to this num-
ber any troglodytes that fled from area^5 or escaped
from area 2.)
Ledge. A stone s lope along the east side of the cave
rises up to a long ledge toward the south. The ledge
is 20 feet above the cavern floor and has four tunnels
opening off it. A fiery glow spills out of the tunnel that
leads to area 7d (see that area for details).
Secret Door. A secret door at the southwest corner of
the cave swivels on a centra l axis. The secret door can
be seen automatically from inside the tunnel.
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