Page 114 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 114
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

