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12B.  !RON SPIDER                                  surrenders and orders the males to do the same, hoping
             Several tunnels leading to this 30-foot-high cave are fes-  her captors try to ransom her. She betrays any of the
             tooned with web cables. The south tunnels slope down   male drow in a heartbeat to save herself- and the males
             gently to areas 11 and 18.                         do the same to her.                     '
                                                                  Drow scouts use the giant lizards as mounts. Each
             Guards. Four male drow are on guard here.          comes equipped with a saddle, reins, stirrups, and sad-
             Iron Spider. A giant iron spider stands motionless in
                                                                dlebags containing 30 days of rations (dry moss and
               the middle of the cave.                          mushrooms). The giant lizards have the Spider Climb
               The drow (named Freb, Rylzzt, Urlimar, and Vanal-  trait (see the "Variant: Giant Lizard Traits" sidebar in
             fein) all carry signal horns that sound an alarm loud   appendix A of the Monster Manual), which allows them
             enough to be heard in areas 10 through 19. They raise   to climb over the web cables and exit this area.
             the alarm at the first sign of intruders, bringing rein-  Treasure. Fastened to Talabsyn's cloak is an ob-
             forcements from areas 12a, 12c, and 12d.           sidian scarab engraved with the insignia of House
               The iron spider is a Large unaligned construct that   Freth (25 gp).
             stands 7 feet tall. It has AC 19, 80 hit points, and immu-
             nity to poison and psychic damage. Its ability scores are   13.  ROUNDABOUT
             as follows: Strength 18, Dexterity 10, Constitution 10,
                                                                A bore worm- a metal construct similar in size
             Intelligence 3, Wisdom 3, and Charisma 1. Its climbing   and shape to a purple worm-hollowed out this
             and walking speeds are 30 feet, and it can climb difficult   donut-shaped chamber as part of  excavating the
             surfaces, including upside down on ceilings, without   passage that leads down to level 13. Characters who
             needing to make an ability check. It has blindsight out to   descend to level 13 encounter the worm (see "Bore
             a range of 60 feet and is blind beyond this radius.
                                                                Worm," page 171).
               As an action, the iron spider can shoot out a 6-inch-  Once an hour, the bore worm makes its way up the
             thick web cable up to 50 feet long, attaching the far end   tunnel from level 13 and circles this area clockwise
             of the cable to a solid surface up to 50 feet away from   before returning below. The worm doesn't fill the entire
             it. As a bonus action, it can detach the other end of the   tunnel, so smaller creatures can try to slip past it. When
             cable from itself and attach it to a solid surface within   the worm enters a smaller creature's space for the first
             10 feet of it. Once it creates 200 feet of web cable, the   time on a turn, that creature must make a Dexterity
             spider can't produce any more cable until the next dawn.   saving throw. On a successful save, the creature avoids
             The iron spider exists solely to produce web cables. It   being crushed between the worm and the tunnel wall.
             has no attacks and no instinct for self-preservation.   On a failed save, the creature takes 22 (4dl0) bludgeon-
               Like a scaladar, the iron spider has a control ring
                                                                ing damage.
             (possessed by Drivvin Freth). The iron spider obeys the
             commands of whoever wears its control ring. The spider   14. D EAD  END?
             is incapacitated in the area of an anti  magic field spell. If
                                                                This 15-foot-high cave extends beneath area 15. It con-
             targeted by a dispel magic spell, the spider must succeed
                                                                tains the following features:
             on a Constitution saving throw against the caster's spell
             save DC or fall  unconscious for 1 minute.         Web Cables. Web cables crisscross the tunnel that
                                                                  leads into this area.
             12C.  QUAGGOTHS                                    Rock Formation. A 10-foot-high, 10-foot-wide rock
             This 30-foot-high cavern and the tunnels leading to it   formation shaped like a huge clawed hand thrusts up
             are strung with web cables (see the "Web Cables" side-  from the floor in the west end of the cave. (A secret
             bar). Nine quaggoths creep along the cables, attempting   door is built into the ceiling directly above the claw.)
             to hide from any creatures that enter the area. The quag-
                                                                  The claw is a natural rock formation and shows no
             goths drop to the floor or crawl down the walls to attack
                                                                sign of having been sculpted. Creatures can easily climb
             intruders they don't recognize.
                                                                up onto it. Lying on the floor next to the claw, in plain
             12D.  GIANT LIZARD PEN                             sight, is a stubby iron key with a head shaped like a tiny
                                                                bulbous nose. This key unlocks the iron doors of Zox
             Monsters. Ten docile giant lizards are tethered to iron
                                                                Clammersham's palace (see area 7 on level 13).
               spikes pounded into the cave floor. Five drow, one fe-
                                                                  The secret door in the ceiling can be reached by any-
               male and four males, watch over the lizards.
                                                                one who stands atop the rock formation. The door is
             Fungi. The 20-foot-high walls are covered with ripple-
                                                                an 8-foot-square, 1-foot-thick slab of  stone that pivots
               bark (see "Fungi," page 59), which the drow feed to
                                                                on a central axis. Pushing or pulling it open from be-
               the giant lizards.
                                                                low requires a successful DC 20 Strength (Athletics)
               The leader of this group is a female drow named   check. The secret door remains open until it is manually
             Talabsyn Freth, the youngest of Erelal's seven daugh-  closed again.
             ters. The others are unfaithful male subordinates
              named Beleth, Cazimir, Ryldgar, and Zakth. At the first   15.  CRICKETS
             sign of trouble, Talabsyn untethers the nearest giant
                                                                The characters hear the incessant chirping of  crickets
              lizard and tries to escape on its back, fleeing to her fam-
                                                                as they approach this 20-foot-high cavern. The area has
             ily's fortress by the safest route while the males cover
                                                                the following features:
              her escape. If  her escape routes are cut off, Talabsyn
                                                                                            LEVEL 12 I MAZE  LEVEL
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