Area 11 The Water Cave

Delvers Square

Setup

When the adventurers reach the doors, read:

These bronze double doors are green with age and stained blue and purple with a thick layer of fungus. Scratched into the fungus in the Common script is this message: “Stay Out. Really.”

A strange creature lurks beneath the water inside this chamber. Normally quiescent, it wakes and attacks any creatures that swim out to the small island in the center of the pool or spend more than a few rounds at the pool’s edge.

This encounter includes the following creature.

  • 1 blue slime (S)

When the adventurers open the doors, read:

Fungus-coated stairs lead down into a natural cavern. Much of the chamber is filled with a stagnant pool of brackish water. A patch of land rises from the foul water at the pool’s center. On this little island, bones, spilled coins, and other small objects are visible among the carpet of fungus.

Perception Check

DC 10 Ripples stir the calm water, as if something moves beneath its surface.

If no character makes a successful Perception check, the slime gains a surprise round and takes that opportunity to use its stench pulse against any PC within range.

If any character makes the Perception check, the PCs can act during the first round of combat.

The slime has concealment for as long as it remains underwater.

When the blue slime surfaces and attacks, read:

The dank water suddenly disgorges a blob of blue slime. The amorphous mass pours forward, extruding long pseudopods that end in appendages of dripping goo.

Treasure:

A pile of leavings from the slime’s past victims, plus a remnant of the possessions of the messengers (see the Water Cave History sidebar), is gathered on the patch of land at the pool’s center. This loot includes 157 sp, 33 gp, a potion of healing, a shield of protection, and a wooden message cylinder.

Potion of Healing:

As a standard action, drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

Shield of Protection:

Once per encounter as a standard action, you can use this large shield (value 680 gp) to provide you and an adjacent ally with resist 10 to all damage until the end of your next turn.

Message Cylinder:

Within this wooden tube are three sheets of vellum.

Sheet #1 contains a map (see page 4) that shows the location of Shadowfell Keep.

Sheet #2 contains the following message written in Common:

“Remember, don’t wet the nodule—unless Kalarel is not receptive to the offer. Then, wet it only from a distance, and then, turn and run. Water will bring the creature out of its dormancy, and it will consume anything it can reach.”

Sheet #3 holds a letter written in the same hand as the previous message:

“Greetings, Kalarel. I have recently learned of your activity in the area and have an offer for you. During your time in this region, if you should capture any humanoids, we are eager to buy them. We have duergar allies in Thunderspire in need of slave stock. If you are interested, send an envoy back to me. My messengers will show the way.”

It is signed:

“Chief Krand of the Bloodreavers.”

The Bloodreavers and their duergar allies appear in Thunderspire Labyrinth™, a published adventure that can be run as a sequel to Keep on the Shadowfell.

Back to Level 1

Area 11 The Water Cave

Keep on the Shadowfell backslash23