Page 116 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 116

who succeeds on a DC 20 Wisdom (Perception) check   away, but the portions that remain suggest serpentine
             spots the pressure plate. The trap triggers whenever a   images that were probably quite fearsome.
             weight of 50 pounds or more is placed on the pressure   Statues. Four statues of winged serpents stand to the
             plate. Darts fire from holes in the walls against the crea-  north, two in the water and two above the waterline.
             ture that triggered the trap, making a ranged weapon at-  (Torbit, a bullywug assassin, hides behind the par-
             tack (+7 to hit) that deals 10 (4d4) piercing damage. The   tially submerged statue in the northwest corner.)
             trap resets each round.                            Platform. Between the two middle statues, a mostly
               A search of the walls and a successful DC 20 Wisdom   submerged ramp rises to the top of  a dry platform,
             (Perception) check is sufficient to spot small holes in the   at the back of which is a closed door that opens
             serpent carvings. The characters can spend 1 minute to   into area 19c.
             plug the holes, which prevents the trap from attacking.   Torbit might have become king of the Blacktongues if
             The pressure plate can be disabled with a successful   not for his devotion to Kuketh. He jealously protects the
             DC 15 Dexterity check using thieves' tools.        temple that is his master's seat of power, killing any who
                                                                enter without permission. Torbit is an assassin, with
             1 8B.  STANDING GATE TO LEVEL 11
             Two pillars with giant stone snakes wrapped around   these changes:
             them rise from the muck. Chiseled into the lintel stone   •  Torbit is chaotic evil.
             across the top are the words "DON THE CRYSTAL      •  He has these racial traits: He can breathe air and
             CROWN" in Dwarvish. This gate's rules are as follows:   water. He speaks Bullywug, and can speak with frogs
                                                                  and toads. He has a walking speed of 20 feet and a
             •  The gate opens for 1 minute if a creature wears King   swimming speed of 40 feet. His long jump is up to 20
               Melair's crystal crown (see level 6, area lld) while   feet and his high jump is up to 10 feet, with or with-
               standing within 5 feet of  it.                     out a running start. He has advantage on Dexterity
             •  Characters must be 11th level or higher to pass   (Stealth) checks made to hide in swampy terrain.
               through this gate (see "Jhesiyra Kestellharp," page   •  In addition to his weapons, Torbit carries one piece of
               10). The first creature to pass through the gate trig-  a shattered jade staff  (see "Treasure" below).
               gers an elder rune (see "Elder Runes," page 12).
             •  A creature that passes through the gate appears in   Treasure. The foot-long piece of  jade that Torbit car-
               area 1  la on level 11, in the closest unoccupied space   ries was found in the muck. He doesn't realize that it's
               next to the identical gate located there.        a fragment of a jade staff  crafted by ancient yuan-ti that
                                                                was discarded in Undermountain by Halaster years
             19. YUAN- TI TEMPLE                                before. See area 39b on level 6 for more information on
                                                                this yuan-ti device and how it can be reassembled. By
             The roof of this cavern soars to a height of 80 feet, and
             the muddy water throughout is 2 feet deep. Dominating   itself, the jade fragment is worth 100 gp.
              the cavern is a ruined yuan-ti temple filled with statues   19D. APSE
              depicting the same winged serpent with its fanged   This 30-foot-high chapel has the following features:
              mouth open. A character who succeeds on a DC 15
              Intelligence (Religion) check recognizes the statues as   Mud-Caked Statue. Dried mud has been heaped onto
             depictions of Sseth, a yuan-ti deity. Flickering torches   a large, winged snake statuE; to the north, giving it
              on the sides of the temple illuminate the structure.   a vaguely frog-like appearance. Poor-quality carved
                                                                  offerings and worthless stones are piled before
              19A. AMPHIBIOUS GUARDS                              the statue.
              Eight bullywugs and three giant frogs stand guard   Altar. A stone altar in the center of the room bears carv-
              in the water outside the temple. The bullywugs try to   ings of  serpents.
              paralyze intruders using their spears, the tips of which   Any character who inspects the altar and succeeds
              are coated with carrion crawler mucus. Characters   on a DC 15 Wisdom (Perception) check notices that
              paralyzed by the bullywugs' spears or swallowed by the   one of the altar's carvings has a button carved to look
              giant frogs are brought to area 19d and held there until   like a serpent's eye. If  this button is pressed, a secret
              Kuketh can be summoned from area 20 to devour them.   compartment on the north side of the altar opens. Inside
                                                                this compartment is a slender red taper (see "Treasure"
              19B. NARTHEX                                      below). Kuketh and the bullywugs are unaware of the
              A 10-foot-tall statue of a winged serpent stands at the   altar's hidden compartment and the treasure within.
              entrance of the temple between two submerged stone   Treasure. The red taper is a candle of  invocation
              ramps. The ramps are slippery and rise to meet the floor   dedicated to Sseth, the neutral evil yuan-ti god. If  the
              of  a 20-foot-high antechamber, the floor of which is sub-  candle is removed from the altar by a creature that is
              merged under 1 foot of  murky water.              not a yuan-ti, green mist billows up through cracks in
               Decorative columns carved to look like intertwined
              snakes line the chamber's walls.                  the floor and coalesces into two yuan-ti abominations.
                                                                These temple guardians attack any creature that is not
                                                                a yuan-ti. When reduced to 0 hit points, they revert to
              19c . NAVE
                                                                clouds of green mist and disappear without a trace.
              Water. Murky water covers the floor to a depth of 1 foot.   If  the yuan-ti abominations are not killed, they rid the
              Ceiling Fresco. This chamber has a vaulted ceiling 30   temple of enemies and turn it into their lair.
               feet high. A fresco on the ceiling has mostly crumbled


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