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Treasure. Orl's spellbook contains a drow mage's   9D. STALAGMITES
            normal spells, plus animate dead, hallucinatory terrain,   This 20-foot-high cavern contains a forest of stalagmites
            rope trick, and seeming.                           and nothing else.

            9. CONTESTED CAVES                                 10.  TROLL TUNNELS
            The drow of House Freth maintain a tenuous hold over   The drow patrol these areas frequently, always on the
            these caves. Their defenses are tested daily by troglo-  lookout for the trolls that lurk here.
            dytes, trolls, and infiltrators loyal to House Auvryndar.
                                                               lOA.  SINKHOLE
            9A.  HIDDEN THREATS                                This 30-foot-high cave is filled with the echoes of water
            Sentries. Two male drow elite warriors are hidden be-  dripping from stalactites, as well as the fluttering wings
              hind a natural column of rock to the north.      of thirteen stirges that live in a 30-foot-deep sinkhole to
            Eater of Corpses. The cave is full of rotting corpses   the west. The stirges attack anyone that disturbs them.
              (twenty troglodytes, nine drow, and five giant spiders).
                                                               10B. MAIN ARTERY
             At the midpoint of the cavern, a fat troll rendered per-
              manently invisible by Halaster's magic is feasting on   A mutated troll feeds on a dismembered drow corpse in
              one of the spider corpses.                       this 10-foot-high passage. The troll is a corpulent spec-
                                                               imen covered with green boils. Whenever it takes dam-
              The drow, Eilthymmar and Zaztorrl, serve House   age, roll a d6. On a 5 or 6, one of the troll's boils bursts
            Freth. They have been watching the invisible troll but   open, releasing a swarm of insects (wasps) that fills
            aren't sure what to make of it. They retreat to area 12   a random space within 5 feet of the troll. The swarm
            (through areas 9b, lOa, and lOb) if threatened.    acts on its own initiative count and attacks the nearest
              Zaztorrl's loyalty to House Freth is shaky, the result   creature that isn't a troll. If the troll is killed, it no longer
            of a series of dull assignments that have left him feel-  releases any swarms.
            ing underappreciated and scornful. If the characters
            capture or corner him, he offers to lead them to House   11.  FOREST OF STONE
            Freth's fortress on level 12 in exchange for his freedom.
                                                               These 20-foot-high caverns are filled with stalagmites,
            If he is treated with respect, Zaztorrl might befriend the
                                                               stalactites, and other rock formations, giving this area
            characters and help them in battle.
              A successful dispel magic spell (DC 18) cast on the   the appearance of a dense forest of stone.
            troll renders it visible for 1 minute. The troll attacks any   llA.  STANDING GATE TO  LEVEL 8
            creature it sees, but retreats to area lOa (through area
                                                               Among the rock formations is a standing gate (see
            9d) the first time it takes acid or fire damage.
                                                               "Gates," page 12) formed by a pair of 10-foot-tall
                                                               stalagmites carved to create the image of giant stone
            9B. DROW STAGING AREA
            This 20-foot-high cavern is used as a staging area for   snakes wrapped around them. The points of the stalag-
            House Freth's raids into troglodyte territory. Six drow   mites have been sawed off, and a lintel stone rests atop
                                                               them. Chiseled into the lintel stone are the words "DON
            loyal to House Freth (four females and two males) and
            four shadow demons lurk here. The drow and their   THE CRYSTAL CROWN" in Dwarvish. The rules of
                                                               this gate are as follows:
            demon allies are planning to soften up the troglodytes
            in area 7a and are not expecting to face adventurers. If   •  The gate opens for 1 minute if a creature wears King
            four of the drow fall, the survivors use darkness spells   Melair's crystal crown (level 6, area lld) while stand-
            to cover their retreat to area 13.                  ing within 5 feet of it.
                                                               •  Characters must be 10th level or higher to pass
            9c. ROPER RUSE                                      through this gate (see "Jhesiyra Kestellharp," page
            The drow and the troglodytes avoid this cave because   10). The first creature to pass through the gate trig-
            they think a roper Jives here- but the creature is an illu-  gers an elder rune (see "Elder Runes," page 12).
            sion created by Halaster.                          •  A creature that passes through the gate appears in
              Characters who can see into this dark cave observe   area 18b on level 8, in the closest unoccupied space
            that the northernmost stalagmite has a single glaring   next to the gate located there.
            eye, a fang-filled mouth, and six waving tendrils. A de-
            tect magic spell reveals an aura of illusion magic around   llB. TROLLWARP CAVERN
            the stalagmite, and a successful DC 15 Intelligence   Stalagmites. This 20-foot-high cave contains ten sta-
            (Investigation) check confirms that the "roper" is a silent   lagmites that been twisted by Halaster's magic so that
            illusion cast on an otherwise ordinary stalagmite. A suc-  each bears a passing resemblance to the Mad Mage:
            cessful dispel magic spell (DC 15) cast on the stalagmite   an old wizard in a robe covered with lidless eyes, his
            ends the illusion, which doesn't attack or react to any-  visage frozen in a mad scream.
            thing. Any attack or effect that targets the roper ends up   Glowing Runes. Floating above each stalagmite is a
            targeting the stalagmite instead. The stalagmite has AC   glowing rune.
            17, 120 hit points, and immunity to poison and psychic
                                                                A character who succeeds on a DC 15 Intelligence
            damage. A character who sees the roper take damage
                                                               (Arcana) check recognizes that the runes floating above
            can repeat the Intelligence (Investigation) check to dis-
            cern that it's an illusion.                        the stalagmites represent the school of transmutation.

            LEVEL 11  I TROGLODYTE W'ARRENS
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