Appendix N.2 – Sewer System Room Descriptions

General Walls Excellent Masonry (-10% Climb Check) Dungeon Floor Uneven Flagstone (Dex Check to charge or run) Temperature Cool Illumination Dark (individual creatures may carry lights)

Legend Stairs A Up to slaughterhouse main warehouse refusedrain Stairs B Up to marketplace street stormdrain Stairs C Up to entrance behind the Tannery Stairs D Up to of Brokenhearth Inn Stairs E Up to basement of the Bank Stairs F Up to basement of “Herbs, Potions, and Beyond” Stairs G Up to City Port Watch Tower / Lighthouse Stairs H Up to Rose Quarter street stormdrain Stairs I Up to Master Merchant Salth's Silk & Fine Linen Shoppe Stairs J Up to Emerald Gate House (main city entrance) Stairs K Up to Emerald Gate House (main city entrance) Stairs L Up to the Promenade stormdrain Passage R Up to Basement of Wizard's Enclave Tower Passage S Smuggling under south west city wall Passage T Towards Adlersgrym Citadel sewer system (Kitchen entrance) Stairs Z Down deeper into the Underdark

Notes Metal Doors Hard 10, 80 hp, Force Open -10%, Lift -10% Stone Doors Hard 8, 60 hp, Force Open -5%, Lift -5% Wood Doors Hard 6, 20 hp Poor -15 hp, Force Open +20%, Lift +15% Simple -15 hp, Force Open +10%, Lift +10% Good +15 hp, Force Open -10%, Lift -10% Excellent +30 hp, Force Open -20%

Room #1 West Entry Locked Stone Door (Pick Lock -20%) East Entry Stuck Stone Door (Force Open +10%) South Entry Unlocked Good Wooden Door Room Features The arched ceiling narrows to a point where water drips repeatedly to the mold slick floor. Room #2 West Entry Archway East Entry Unlocked Simple Wooden Door South Entry #1 Iron Portcullis South Entry #2 Iron Portcullis Note This may be a good time for the PCs to encounter the Queen Naga after the Yuan-ti are killed. Refer to Part V in the adventure. (Appendix O.5.1) Room Features A tattered tapestry hangs from the north wall, A pile of shattered weapons lies in the west side of the room, an ornate metal chest covered with intertwined serpents sits on the south wall. Monster 2 Snakes, Giant Poisonous (MM.320) 2 Snakes, Constrictor (MM.320) 2 Yuan-ti (MM.369) (Appendix O.4) Poisonous: Intel: 1; Align: Neutral; Move: 15; AC 5; THAC0: 17; # Attack: 1; Dmg: 1d3; (Poison); Size: 12 ft; XP: 420 (ea); HP: (1) 38 (2) 33 Constrictor: Intel: 1; Align: Neutral; Move: 9; AC 6; THAC0: 17; # Attack: 1; Dmg: 1d3; (Constrict); Size: 10 ft; XP: 175 (ea); HP: (1) 28 (2) 21 Yuan-ti: Intel: 12; Align: Chaotic Evil; Move: 12; AC 3; THAC0: 15; # Attack: 2; Dmg: bite 1d10, sword 2d4; MagicResist 20%; Size: 8 ft; XP: 560 (ea); HP: (1) 49 (2) 45 Treasure Chest Locked and Trapped Metal Chest Trap Poison Needle Treasure 58 pp; 230 gp; 1210 sp; Potion of Haste; Potion of Remove Disease; Potion of Healing; Ruby (130 gp); Jade (112 gp); Scroll of Summon Monster I; Tome of Fireball (12 scrolls); Ring of Feather Falling; Gilded Wooden Ring (Ring of Barkskin); Spear; Shortspear; Scimitar; Dagger; Chain Shirt Armor; Scale Mail Armor; Heavy Shield; Tower Shield Flail; Room #3 South Entry Trapped & Locked Iron Door (Pick Lock -20%; Find Trap -5%; Disarm Trap -10%) Poison Wall Spikes: mechanical; operation trigger; automatic reset; -5 to Dex Check to avoid; dmg 1d8+4 plus poison; multiple targets (all adjacent squares); poison: monstrous spider venom, 1d4 Str; Room Features A stone statue stands in the south-west corner of the room Treasure 28 pp; 54 gp; Silver Comb (100 gp); Potion of Haste; Potion of Remove Disease; Room #4 South Entry Archway Room Features A crater has been blasted into the floor in the center of the room, The north and west walls have been engraved with incoherent spirals Monster Black Pudding (MM.297) Intel: None; Align: Neutral; Move: 6; AC 6; THAC0: 11; # Attack: 1; Dmg: 3d6; Weapons do no damage; Size: 6 ft; XP: 2,000; HP: 88 Treasure 350 gp; 2850 sp; Cloak of Shadows (+10 all Rogue Skills); Wand of Knock (21 charges); Bag of Holding; Necklace of Blades (Blade Barrier 1/day) Room #5 West Entry Stuck Simple Wooden Door (Force Open +10%) South Entry Unlocked Stone Door Room Features A tapestry of geometric patterns hangs from the north wall, A pile of candles lies in the south-west corner of the room Monster Mimic (MM.250) (Appendix O.7) Intel: 8; Align: Neutral; Move: 3; AC 7; THAC0: 13; # Attack: 1; Dmg: 3d4; (Glue); Size: 3x5x4 ft; XP: 1400; HP: 76 Room #6 North Entry Locked Good Wooden Door West Entry Poor Wooden Door South Entry Wooden Door Room Features The room is covered in tattered rags and trash. Rusty pieces of armor, weapons, and snake bones of considerable size are scattered throughout. The remains of several large snakes hang over the rim of a large cookpot in the center of the room, a plain wooden chest is against th northwest corner. Monster 8 Rats, Giant (MM.300) 5 Were-Rats (MM.237) Rat: Intel: 1; Align: Neutral; Move: 15; AC 7; THAC0: 18; # Attack: 1; Dmg: 1d3; (Disease); Size: 2 ft; XP: 25 (ea); HP: (1) 12 (2) 12 (3) 11 (4) 9 (5) 8 (6) 7 (7) 5 (8) 5 Lycan: Intel: 11; Align: Lawful Evil; Move: 12; AC 6; THAC0: 17; # Attack: 1; Dmg: by weapon, 1d4; (Lycanthropy); Size: 5 ft; XP: 270 (ea); HP: (1) 33 (2) 28 (3) 27 (4) 16 (5) 14 Treasure Chest Unlocked Wooden Chest Treasure 24 gp; 370 sp; Amethyst (24 gp); Emerald (95 gp); Rope Wristlet of Climbing (+30%); Ring of Telekinesis; Wand of Magic Missile (xx charges); Potion of Remove Curse; Rusty Dagger; Halfling's Chainmail Shirt; Gilded Helmet, split in half; Ladies Stiletto; Room #7 North Entry Simple Wooden Door South Entry Simple Wooden Door East Entry Hidden Stone Door (Search +10%) Room Features More of the same slimy mold covers the masonry, the steady 'drip-drip' of water fills the silence, the smell of baking bread is coming from the to the east. Room #8 West Entry Archway East Entry Stone Door Room Features A tile mosaic of ancient mythology covers the floor Monster Cloaker (MM.44) (Appendix O.6) Intel: 13; Align: Chaotic Neutral; Move: 15; AC 3; THAC0: 15; # Attack: 2; Dmg: 1d6,1d6; (Moan); Size: 8 ft; XP: 1400; HP: 69 Room #9 North Entry Secret Stone Door East Entry Secret Stone Door (Search -20%) South Entry Secret Stone Door Monster 4 Driders (MM.112) (Appendix O.3) Intel: 14; Align: Chaotic Evil; Move: 12; AC 3; THAC0: 13; # Attack: 1; Dmg: 1d4; Drow Inate Spells; lvl-6 clerics; MagicResist: 15%; Size: 8 ft; XP: 1000 (ea); HP: (1) 70 (2) 66 (3) 62 (4) 58 Room #10 East Entry Locked Simple Wooden Door (Open Lock +20%) Room Features A tile mosaic of legendary monsters covers the floor, A foul odor fills the south-east corner of the room Treasure 92 gp; 730 sp; Potion of Darkvision; Potion of Cure Light Wounds; Potion of Invisibility; Wand of Lightning Bolt (19 charges); Leather Gloves; Breastplate; Half-Plate Armor; Bloodstone (40 gp); Diamonds (200 gp); Room #11 West Entry Locked Simple Wooden Door East Entry Wooden Portcullis South Entry Wooden Door Monster 6 Rats, Giant (MM.300) 1 Were-Rats (MM.237) Rat: Intel: 1; Align: Neutral; Move: 15; AC 7; THAC0: 18; # Attack: 1; Dmg: 1d3; (Disease); Size: 2 ft; XP: 25 (ea); HP: (1) 12 (2) 10 (3) 10 (4) 9 (5) 8 (6) 7 Lycan: Intel: 11; Align: Lawful Evil; Move: 12; AC 6; THAC0: 17; # Attack: 1; Dmg: by weapon, 1d4; (Lycanthropy); Size: 5 ft; XP: 270 (ea); HP: 29 Room #12 North Entry Stuck Good Wooden Door East Entry Archway Note Before they enter the room, they hear... Appendix O.2 Monster 4 Piercers (MM.290) (Appendix O.2) Intel: None; Align: Neutral; Move: 1; AC 3; THAC0: 17; # Attack: 1; Dmg: 3d6; (Surprise); Size: 4 ft; XP: 120 (ea); HP: (1) 28 (2) 22 (3) 21 (4) 18 Room #13 North Entry #1 Iron Portcullis North Entry #2 Secret Wooden Door West Entry Trapped and Locked Good Iron Door Crossbow Bolt Trap; mechanical; operation trigger; manual reset; THAC0 7; Number: 1d4 bolts; dmg: 1d6 South Entry Wood Portcullis Room Features The room has a high domed ceiling, The south and west walls have been engraved with numerous arcane symbols Monster 3 Snakes, Giant Poisonous (MM.320) 3 Snakes, Constrictor (MM.320) Poisonous: Intel: 1; Align: Neutral; Move: 15; AC 5; THAC0: 17; # Attack: 1; Dmg: 1d3; (Poison); Size: 12 ft; XP: 420 (ea); HP: (1) 38 (2) 33 (3) 28 Constrictor: Intel: 1; Align: Neutral; Move: 9; AC 6; THAC0: 17; # Attack: 1; Dmg: 1d3; (Constrict); Size: 10 ft; XP: 175 (ea); HP: (1) 28 (2) 21 (3) 18 Treasure Carved Harp of a dark, exotic wood with Ivory Inlay (now splintered with the ivory pried out with a blunt dagger that lay nearby); Brass Candlesticks inlaid with Silver (150 gp); Holy Water (3 gp); Wand of Passwall (4 charges) Room #14 North Entry Wooden Portcullis West Entry Locked Simple Wooden Door East Entry Wooden Portcullis South Entry Archway Note Before they enter the room, they hear... Appendix O.2 Room Features A narrow shaft descends from the room into a natural cavern below, A pile of iron spikes lies in the east side of the room, the smell of baking bread is coming from the east passage. Monster 6 Piercers (MM.290) (Appendix O.2) Intel: None; Align: Neutral; Move: 1; AC 3; THAC0: 17; # Attack: 1; Dmg: 3d6; (Surprise); Size: 4 ft; XP: 120 (ea); HP: (1) 28 (2) 27 (3) 24 (4) 22 (5) 21 (6) 18 Room #15 North Entry #1 Iron Portcullis East Entry Strong Wooden Door South Entry Wood Portcullis Note If the PCs are loud, monsters in adjacent rooms will come to investigate. Room 6 is a likely place for some to come from. When they kill the snake, it has eaten a were-rat. Room Features A ladder rests against the south wall, a large snake, about 12 ft long, with a massive bulge in the middle is trying to slither through the south portcullis. It senses you and begins to attack! Monster Snake, Giant Constrictor (MM.320) Intel: 1; Align: Neutral; Move: 9; AC 5; THAC0: 15; # Attack: 2; Dmg: constrict 1d4, bite 2d4; (Constrict); Size: 20 ft; XP: 650 (ea); HP: 53 Room #16 North Entry Unlocked Simple Wooden Door West Entry Unlocked Stone Door Room Features The south and west walls are covered with cracks, Several pieces of torn paper are scattered throughout the room Room #17 South Entry Trapped Stone Door (+5% Find Trap) Wall Scythe Trap: operation trigger; mechanical; automatic reset; -2 to Dex Check to avoid; dmg 2d4; Room Features The smell of ozone fills the room Treasure Pearl (67 gp); Ruby (130 gp); Potion of Remove Paralysis; Potion of Mage Armor; Waraxe; Mace; Scale Mail Armor; Leather Gloves; Room #18 North Entry Trapped Stone Door Wide-Mouth Spiked Pit Trap; mechanical; location trigger; automatic reset; +2 to Dex Check to avoid; 20 ft. deep (2d6, fall); multiple targets (first target in each of three adjacent squares); pit spikes (1d4 spikes per target for 1d4+2 each); -10% Search; +10% Disarm Trap. East Entry Wooden Portcullis South Entry Unlocked Strong Wooden Door Room Features A lies in the north-west corner of the room, A stone statue stands in the center of the room, The smell of rancid grease fills the north side of the room Monster 3 Snakes, Giant Poisonous (MM.320) 2 Snakes, Constrictor (MM.320) 1 Yuan-ti (MM.369) (Appendix O.4) Poisonous: Intel: 1; Align: Neutral; Move: 15; AC 5; THAC0: 17; # Attack: 1; Dmg: 1d3; (Poison); Size: 12 ft; XP: 420 (ea); HP: (1) 38 (2) 33 (3) 27 Constrictor: Intel: 1; Align: Neutral; Move: 9; AC 6; THAC0: 17; # Attack: 1; Dmg: 1d3; (Constrict); Size: 10 ft; XP: 175 (ea); HP: (1) 28 (2) 21 Yuan-ti: Intel: 12; Align: Chaotic Evil; Move: 12; AC 3; THAC0: 15; # Attack: 2; Dmg: bite 1d10, sword 2d4; MagicResist 20%; Size: 8 ft; XP: 560 (ea); HP: (1) 49 (2) 45 Treasure Dented Silver Chalice (8 gp); Crystal Vase set with Jade (800 gp); Gold & Topaz Bottle Stopper Cork (53 gp); Carved Ivory Statuette of a Woman holding a baby in a long dress (23 gp); Pebble of Anti-Magic (cast once per day/lasts 1 hour) Room #19 West Entry Locked Simple Wooden Door East Entry Archway Room Features A tapestry of an ancient battle hangs from the west wall Monster 6 Spiders, Huge (MM.326) Intel: 1; Align: Neutral; Move: 18; AC 6; THAC0: 19; # Attack: 1; Dmg: 1d6; (Poison); Size: 5 ft; XP: 270 (ea); HP: (1) 22 (2) 20 (3) 18 (4) 16 (5) 15 (6) 14 Room #20 North Entry Good Wooden Door South Entry Secret Strong Wooden Door Room Features A stone ramp ascends towards the west wall - an entrance aboveground that has been walled up Room #21 North Entry Archway East Entry Wooden Portcullis South Entry Archway Room Features A mural of legendary monsters covers the ceiling, Several pieces of torn paper are scattered throughout the room Room #22 North Entry #1 Stuck Simple Wooden Door North Entry #2 Unlocked Strong Wooden Door West Entry Trapped Iron Door Hail of Needles; mechanical; location trigger; manual reset; Dex Check to avoid; Number: 3d4; dmg: 1d4 each East Entry Archway South Entry Stuck Simple Wooden Door Room Features There is a battle currently going on - the snakes vs. the rats. Neither side looks like they are winning. The east door looks like it was blasted off its hinges and lays in ruins. Junk and building materials are arranged to look like the rats were trying to build defensive fortifications. Monster 2 Snakes, Giant Poisonous (MM.320) 3 Snakes, Constrictor (MM.320) 1 Yuan-ti (MM.369) (Appendix O.4) 4 Rats, Giant (MM.300) 2 Were-Rats (MM.237) Poisonous: Intel: 1; Align: Neutral; Move: 15; AC 5; THAC0: 17; # Attack: 1; Dmg: 1d3; (Poison); Size: 12 ft; XP: 420 (ea); HP: (1) 28 (2) 21 Constrictor: Intel: 1; Align: Neutral; Move: 9; AC 6; THAC0: 17; # Attack: 1; Dmg: 1d3; (Constrict); Size: 10 ft; XP: 175 (ea); HP: (1) 24 (2) 17 (3) 8 Yuan-ti: Intel: 12; Align: Chaotic Evil; Move: 12; AC 3; THAC0: 15; # Attack: 2; Dmg: bite 1d10, sword 2d4; MagicResist 20%; Size: 8 ft; XP: 560 (ea); HP: 32 Rat: Intel: 1; Align: Neutral; Move: 15; AC 7; THAC0: 18; # Attack: 1; Dmg: 1d3; (Disease); Size: 2 ft; XP: 25 (ea); HP: (1) 12 (2) 12 (3) 11 (4) 9 Lycan: Intel: 11; Align: Lawful Evil; Move: 12; AC 6; THAC0: 17; # Attack: 1; Dmg: by weapon, 1d4; (Lycanthropy); Size: 5 ft; XP: 270 (ea); HP: (1) 33 (2) 28 Room #23 North Entry Iron Portcullis South Entry Archway Monster 2 Snakes, Poisonous (MM.320) 1 Yuan-ti (MM.369) (Appendix O.4) Poisonous: Intel: 1; Align: Neutral; Move: 15; AC 5; THAC0: 17; # Attack: 1; Dmg: 1d3; (Poison); Size: 12 ft; XP: 420 (ea); HP: (1) 32 (2) 27 Yuan-ti: Intel: 12; Align: Chaotic Evil; Move: 12; AC 3; THAC0: 15; # Attack: 2; Dmg: bite 1d10, sword 2d4; MagicResist 20%; Size: 8 ft; XP: 560 (ea); HP: 45 Room #24 North Entry Trapped and Locked Stone Door Pit Trap ; mechanical; location trigger, manual reset; +2 to Dex Check to Avoid; 80 ft. deep (8d6, fall) West Entry Archway East Entry Stuck Iron Door Room Features A stone statue stands in the west side of the room, A rotting odor fills the room Monster 8 Spiders, Huge (MM.326) Intel: 1; Align: Neutral; Move: 18; AC 6; THAC0: 19; # Attack: 1; Dmg: 1d6; (Poison); Size: 5 ft; XP: 270 (ea); HP: (1) 22 (2) 20 (3) 18 (4) 16 (5) 15 (6) 14 (7) 12 (8) 12 Room #25 North Entry Archway West Entry Archway East Entry Archway South Entry Stuck Simple Wooden Door Room Features A ladder ascends to a wooden platform in the center of the room, A pile of candles lies in the north-west corner of the room Monster 2 Snakes, Constrictor (MM.320) Constrictor: Intel: 1; Align: Neutral; Move: 9; AC 6; THAC0: 17; # Attack: 1; Dmg: 1d3; (Constrict); Size: 10 ft; XP: 175 (ea); HP: (1) 24 (2) 23 Room #26 North Entry Secret Locked Iron Door West Entry Poor Wooden Door Room Features A mural of legendary monsters covers the ceiling, A large kiln and coal bin sit in the south-east corner of the room Monster 3 Alligators (MM.49) Intel: 1; Align: Neutral; Move: 6; AC 5; THAC0: 17; # Attack: 2; Dmg: 2d4,1d12; Size: 8 ft; XP: 65 (ea); HP: (1) 27 (2) 23 (3) 19 Room #27 East Entry Locked Simple Wooden Door South Entry Locked Simple Wooden Door Monster 4 Rats, Giant (MM.300) 2 Were-Rats (MM.237) Rat: Intel: 1; Align: Neutral; Move: 15; AC 7; THAC0: 18; # Attack: 1; Dmg: 1d3; (Disease); Size: 2 ft; XP: 25 (ea); HP: (1) 12 (2) 12 (3) 11 (4) 9 Lycan: Intel: 11; Align: Lawful Evil; Move: 12; AC 6; THAC0: 17; # Attack: 1; Dmg: by weapon, 1d4; (Lycanthropy); Size: 5 ft; XP: 270 (ea); HP: (1) 33 (2) 28 Treasure Small Steel Mirror (2 gp); Crowbar (5 sp); Room #28 North Entry Trapped and Locked Strong Steel Door Lightning Bolt Trap; magic device; proximity trigger (alarm); automatic reset; spell effect (Lightning Bolt, 10th level wizard, 10d6 electricity, Normal Saves for Half Damage; +10 Find Trap; -20% Disarm Trap) West Entry Wooden Portcullis South Entry Secret Unlocked Strong Wooden Door Room Features A hole has been blasted into the south wall, A blood-soaked blanket lies in the west side of the room Room #29 North Entry Wooden Portcullis West Entry Wooden Portcullis East Entry Unlocked Iron Door South Entry Archway Room Features A mural of arcane patterns covers the ceiling, Several pieces of rotten rope are scattered throughout the room Monster 4 Snakes, Giant Poisonous (MM.320) 3 Snakes, Constrictor (MM.320) Poisonous: Intel: 1; Align: Neutral; Move: 15; AC 5; THAC0: 17; # Attack: 1; Dmg: 1d3; (Poison); Size: 12 ft; XP: 420 (ea); HP: (1) 38 (2) 33 (3) 28 (4) 21 Constrictor: Intel: 1; Align: Neutral; Move: 9; AC 6; THAC0: 17; # Attack: 1; Dmg: 1d3; (Constrict); Size: 10 ft; XP: 175 (ea); HP: (1) 24 (2) 22 (3) 18 Treasure 34 gp; 156 sp; 892 cp; Emerald (95 gp); Potion of Cure Light Wounds; Shield; Mace; Morningstar; Chainmail Armor; Padded Armor; Wand of Hold Person (xx charges); Potion of Remove Paralysis; Potion of Water Breathing; Ring of Protection +1; Rusty Dagger; Half Shield; Studded Leather Armor; Leather Armor; Room #30 East Entry Iron Portcullis West Entry Iron Portcullis Monster Cloaker (MM.44) (Appendix O.6) Intel: 13; Align: Chaotic Neutral; Move: 15; AC 3; THAC0: 15; # Attack: 2; Dmg: 1d6,1d6; (Moan); Size: 8 ft; XP: 1,400; HP: 69 Room #31 West Entry Locked Good Wooden Door East Entry Locked Good Wooden Door Room Features All of the walls are covered with stacks of papers, files and business ledgers. Storage for someone. A crude stone statue stands against the south wall. Note The golem will do nothing until you try to read any of the papers. It is his job to protect them. Monster Stone Golem, Lesser (MM.171) (Appendix O.9) Intel: N/A; Align: Neutral; Move: 9; AC 2; THAC0: 15; # Attack: 2; Dmg: 1d8+1; 1/4 dmg from edged weapons; Size: 7 ft; XP: 420; HP: 50 Treasure 300 gp; Amethyst (24 gp); Pearl (67 gp); Potion of Cure Light Wounds; Potion of Remove Curse; Diamonds (200 gp); Room #32 North Entry Stone Door East Entry Good Wooden Door South Entry Trapped Good Wooden Door Hail of Needles; mechanical; location trigger; manual reset; Dex Check to avoid; Number: 3d4; dmg: 1d4 each Room Features Several square holes are cut into the north and south walls, a tile labyrinth covers the floor Room #33 West Entry Iron Door East Entry Locked Simple Wooden Door Room Features Cobwebs hang from the ceiling and a suit of full-plate armor lies in a heap in the middle of the room. Room #34 North Entry Secret Stone Door East Entry Simple Wooden Door South Entry Archway Monster Alligator (MM.49) Intel: 1; Align: Neutral; Move: 6; AC 5; THAC0: 17; # Attack: 2; Dmg: 2d4,1d12; Size: 8 ft; XP: 65; HP: 28 Room #35 North Entry #1 Unlocked Simple Wooden Door North Entry #2 Unlocked Simple Wooden Door Treasure 200 sp; 94 cp; Sapphire Pendant on Gold Chain (50 gp); Everburning Torch (10 gp); Room #36 West Entry Locked Simple Wooden Door East Entry #1 Archway East Entry #2 Simple Wooden Door Room #37 Monster Margoyle (MM.125) Intel: 6; Align: Chaotic Evil; Move: 6; AC 2; THAC0: 15; # Attack: 4; Dmg: 1d6,1d6,2d4,2d4; +1 or better weapon to hit; Size: 6 ft; XP: 975; HP: 60 Treasure 300 gp; 3 Potions of Healing; Tome of Fireball (12 scrolls); Wand of Color Spray (19 charges); Room #38 North Entry Secret Locked Door (-15% Search, -15% Pick Lock) Room Features A whistling noise can be heard in the north side of the room. The floor is littered with random pieces of metal. A City Guard Breastplate is stacked neatly in the corner. NOTE: Show Appendix O.1 when combat begins Monster Gelatinous Cube (MM.278) (Appendix O.1) Intel: None; Align: Neutral; Move: 6; AC 8; THAC0: 17; # Attack: 1; Dmg: 2d4; (Paralyzation); Size: 10 ft; XP: 650; HP: 40