Page 114 - Waterdeep - Dungeon of the Mad Mage_Neat
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10.  RAINFALL CAVERNS                             12. FISHERY
                                                                            ------
             Water pours from the ceiling of these 20-foot-high caves   This small cave has a 10-foot-high ceiling and contains a
             like a heavy rain. Consequently, creatures in this area   20-foot-deep pool with a crevasse at the bottom, through
             have disadvantage on Wisdom (Perception) checks that   which cold water bubbles up from a natural spring. The
             rely on sight or sound.                           thralls of the Ssethian Scourges use the sightless cave
                                                               fish that swim here as a source of food.
             IOA. VENOM POOL
             This cavern is flooded to a depth of 4 feet. The water   13. D ETENTION  CAVE
             glows green around an emerald that lies on the floor   A male drow elite warrior named Xirk Dezpeti'il is
             in the middle of the cavern. This gemstone has been   chained to one of three sets of manacles that hang from
             blessed by Sseth, such that it turns the water around it   the west wall. The nagas use the manacles to bind crea-
             to poison. Any creature that starts its turn in the water   tures that resist the magic of tfteir rod of  rulership.
             must make a DC 12 Constitution saving throw, taking   A sometime adventurer and u111:epentant ne'er-do-
             11 (2d10) poison damage on a failed save, or half  as   well who pledges alliance to no one, Xirk is willing to
             much damage on a successful one. Water that leaves   trade information about the surrounding caves or the
             the cavern is no longer poisonous, and the water in the   thralls' routine in exchange for freedom to return to the
             cavern ceases to be poisonous once the emerald is re-  Underdark. If  he is freed, he avoids combat and is not
             moved from it.                                    above stealing from his benefactors.
               Treasure. The flawed emerald loses its magic if taken
             from the area and is worth 250 gp.                 14. FUNGAL FARM

             lOB.  HISSING STONE                               Two tunnels lead into this damp, 10-foot-high cavern,
             In the middle of this cavern, a large stone rises above   which contains the following features:
             the 3-foot-deep water and magically emits a soft hissing   Spores. A perpetual haze of spores fills the air, making
             sound. The natural pattern of the stone vaguely resem-  the area lightly obscured.
             bles a swarm of snakes.                            Fungi. Small fungi are planted in neat rows and are
               A character who touches the stone hears a sibilant   used as a fast-growing food crop. A pile of gardening
             whisper asking that individual to ask a question aloud. If   tools lies by the west tunnel entrance.
             the character does so, the voice answers as if  the char-
             acter had cast the augury spell. Once the stone is used   15. LAIR OF THE SPIRIT NAGAS
             in this way, it cannot be used again until the next dawn.
                                                                All the caves of area 15 are either dry or have their
             11.  WATCH POST                                    floors covered with 1 foot of muddy water.
                                                                 An alarm raised in any of these areas attracts all
             This area is guarded by thralls of the Ssethian Scourges   nearby creatures: the spirit nagas in area lSc, as well as
             against possible attack from the Blacktongues.     their thralls in areas llb, 15c, and lSf. The spirit nagas
                                                                and their thralls avoid killing humanoid intruders if they
             llA. FLOODED CAVE                                  can. Prisoners who can't be enslaved are thrown into
             This 20-foot-high cavern is flooded with muddy water to   the arena (area 15a) without their weapons and forced to
             a depth of 3 feet. The drow in area l lb attack intruders   fight to the death against the nagas' thralls.
             they spot moving through this cave.
                                                                15A. ARENA
             llB. WATCHERS IN THE DARK                          The Ssethian Scourges sometimes have their thralls
             Dry land rises gently out of the water to create a broad   fight captives for their amusement. This 40-foot-high
             ledge dotted with 4-foot-high piles of  loose rocks. Two   cave has the following features:
             drow elite warriors, a female named Dirzanna Freth
             and a male named Arachnafein Zaphrorzza, hide behind   Ledge. A slope of  dry land rises from a few inches above
             the rocks. These drow are under the effect of the spirit   the water to a 20-foot-high ledge at area lSb.
             nagas' rod of  rulership and move to the swamp's edge to   Weapons. Shattered and abandoned weapons lie in the
             attack intruders detected in area 1  la. If  enemies close to   wet muck. (Characters forced to fight here can easily
             melee range, the drow switch to melee weapons.      recover serviceable melee weapons from the muck
               If  one drow elite warrior falls in battle, the other tries   and detritus.)
             to flee to area 13 and alert the creatures there. The drow
             have orders from the spirit nagas to capture intruders   l5B.  NAGA THRONES
             if  possible, meaning that any character reduced to 0 hit   The north side of the ledge drops away 20 feet to the
             points by a drow's melee weapon attack is knocked un-  arena floor (area 15a). Two fiat stones command a view
             conscious. Characters captured by the drow are brought   of the arena and are used as thrones by the nagas.
             before the nagas in area 15.                       15c. STEAMY DEN
               If  and when the charmed condition on them ends, Dir-
             zanna and Arachnafein make their way to House Freth's   This cramped, steam-filled cave contains the following:
             base on level 12.                                  Duergar Thrall. Agorra Duskaxe, a female duergar,
                                                                  stands guard just inside the entrance.



                                                                                          LEVl::L 8  I Sl.ITHERSWAMP
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