Page 111 - Waterdeep - Dungeon of the Mad Mage_Neat
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CARRION CRAWLER Mucus                              3. ARCH GATE TO LEVEL 6
           Blacktongue bullywugs coat their weapons with carrion
                                                              A three-forked passageway rises out of the swamp. The
           crawler mucus. A creature hit by a bullywug's Spear
                                                              center passage has an arch embedded in its back wall.
           attack must succeed on a DC 13 Constitution saving
                                                              This arch is one of  Halaster's magic gates (see "Gates,"
           throw or be poisoned for 1 minute. A creature poisoned
                                                              page 12). The space inside it bears a bas-relief of  a
           in this way is also paralyzed. The creature can repeat
                                                              female dwarf  standing with her eyes closed. A keyhole is
           the saving throw at the end of  each of  its turns, ending
           the effect on itself on a success.                 carved into the head of  a stone hammer she clutches to
                                                              her chest. The rules of this gate are as follows:
           KARSTIS  OF  D WEOMERCORE                          •  If  the stone key from area 14a on level 2 is inserted
                                                               into the keyhole, the bas-relief and the key vanish as
           The mages of Dweomercore (level 9) have sent one of
                                                               the gate opens for 1 minute. When the gate closes,
           their own, a human named Karstis, to monitor this level.
                                                               the bas-relief reappears, and the key is ejected from
           He hides in areas 7 and 8 with his minions. Karstis is
                                                               its keyhole.
           an ally of those looking to thin out any of the factions in
                                                              •  A character can open the gate without the stone key by
           Slitherswamp, but a foe to anyone who tries to gain ac-
                                                               using an action to pick the lock, requiring a success-
           cess to Dweomercore.
                                                               ful DC 20 Dexterity check using thieves' tools. If  the
                                                               check fails, the dwarf's eyes open and emit light. Each
           E XPLORING THIS L EVEL
                                                               creature within 10 feet of the arch must make a DC
           All location descriptions for this level are keyed to map   16 Dexterity saving throw, taking 22 (4dl0) radiant
           8. Many tunnels and caves of  Slitherswamp are partially   damage on a failed save, or half  as much damage on a
           flooded with water, ranging from a few inches to several   successful one.
           feet in depth, over a layer of thick mud. Areas marked as   •  Characters must be 9th level or higher to pass through
           swamp on the map are difficult terrain for any creature   this gate (see "Jhesiyra Kestellharp," page 10). The
           that lacks a swimming speed.                        first creature to pass through the gate triggers an el-
             This entire level is wet and humid. Ordinary frogs,   der rune (see "Elder Runes," page 12).
           toads, and insects thrive here.                    •  A creature that passes through the gate appears in
                                                               area 34b on level 6, in the closest unoccupied space
           1.  PRECIPICE                                       next to the identical gate located there.
           The sloping tunnel from level 7 ends 20 feet above the
                                                              4.  DANGEROUS SHRUBBERY
           marshy ground of area 2.                                                          -------
           Humidity. The walls and floor of  the tunnel drip with   A 20-foot-high dry ledge (area 4a) overlooks a 30-foot-
                                                              high cavern filled with vegetation and ankle-deep mud
             moisture from the humidity, and buzzing insects are
             everywhere.                                      (area 4b). This area's features are as follows:
           Rope Ladder. The crumbling remains of  a ramp lie   Vegetation. Luminescent, fern-like plants sprouting
             below the precipice. A slimy rope ladder has been an-  from the mud fill this area with dim light.
             chored with spikes to its western edge.         Severed Limb. Part of the ledge wall is stained with
            The rope ladder has been smeared with carrion      blood. Directly below the stain, a severed leg wearing
           crawler mucus. Any creature climbing down the ladder   a sturdy boot sticks up out of the mud.
           must succeed on a DC 13 Constitution saving throw or
                                                             4A. FINAL REST OF TuUBID DUSKAXE
           be poisoned for 1 minute. A creature poisoned in this
                                                             This 20-foot-high ledge can be climbed with a success-
           way is also paralyzed and falls from the rope ladder into
                                                             ful DC 15 Strength (Athletics) check. Atop the ledge,
           the muck of area 2 below, taking 3 (ld6) bludgeoning
                                                             above the bloodstain but not visible from the tunnel
           damage. The creature can repeat the saving throw at
                                                             floor, the body of a duergar sprawls near a campsite. The
           the end of each of its turns, ending the mucus's effect on
                                                             corpse is that ofThubid Duskaxe, a duergar adventurer
           itself on a success.
                                                             on a rescue mission. He lost a leg when he fought the
           2.  BULLYWUG SENTRIES                             shambling mounds and subsequently bled to death.
                                                               Treasure. The corpse wears a leather satchel that
           Ceiling. This swampy cavern has an uneven 30-foot-  contains 224 gp, an ornate stone carving of an owl (SO
            high ceiling.                                    gp), and a journal written in Dwarvish. The journal con-
           Fireflies. Harmless fireflies flit over strange fungal   tains a map showing areas 1 through 6, as well as notes
            plants that sprout from the swamp, filling the cavern   of "frog people to the northeast" and "serpents with foul
            with eerie dim light.                            magic to the southeast." The journal describes Thubid's
           Bullywugs. Three bullywugs use their Swamp Cam-   plan to find allies to help him rescue his cousin, Agorra,
            ouflage feature to hide in the swampy tunnel leading   who was "bewitched by the serpents."
            to area 19.
                                                             4B.  SH A MBLING MOUNDS
            The bullywugs watch the tunnel that leads to level
                                                             Any character who succeeds on a DC 12 Wisdom (Per-
           7. When they spot the characters, three of them try to
                                                             ception) check is not surprised when three shambling
           sneak away to areas 19a and 20, to warn the rest of the
                                                             mounds attack. The shambling mounds chase creatures
           tribe. The others wait to see where the intruders go.
                                                             through the mud but ignore creatures atop the ledge.
           LEVEL 8  I SLITHERSWAMP
  no
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