Page 179 - Waterdeep - Dungeon of the Mad Mage_Neat
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Tools. Leaning against the walls of this enclosure are   12c.  NORTHERN  FOREST
             a pair of 10-foot poles, each with a loop of rope at one   In addition to features similar to those in area 12a, the
             end, and a battered wooden tower shield.         body of  an 8-foot-tall myconid sovereign lies among the
             When Yargoth gives the order to attack, three hobgob-  dead-pierced by multiple hobgoblin arrows and burned
           lins acting on the same initiative count load, aim, and   like the other corpses. If  the sovereign is touched, it
           fire each of the flame cannons. The hobgoblins discov-  trembles with life, having stabilized at 0 hit points. If  it
           ered these siege engines during their initial exploration   receives magical healing, it awakens and ejects a cloud
           of Trobriand's Graveyard.                          of rapport spores so it can communicate with its rescu-
             A flame cannon is a bulky mechanical contraption   ers. Award the party 450 XP for healing the sovereign.
           that hurls casks of alchemist's fire that explode on im-  The myconid sovereign, Chanterella, has a flaring
           pact. Before one of these weapons can be fired, it must   yellow cap and a ruffled yellow body half cooked by fire.
           be loaded and aimed. It takes one action to load the   It recounts the hobgoblins' horrific attack and mourns
           weapon, one action to aim it, and one action to fire it.   the destruction of its colony. In gratitude for helping it,
           Each flame cannon has three casks of alchemist's fire   the sovereign gives characters its hidden treasure (see
           resting next to it.                                "Treasure" below). Chanterella then urges the charac-
                                                              ters to seek out Zox if  they're looking for allies. The my-
           Flame Cannon. Ranged Weapon Attack: +4 to hit, range 60/240
                                                              conid has a high opinion of the gnome.
           ft., one target. Hit: 3 (ld6) bludgeoning damage plus 17 (Sd6)
                                                               Chanterella won't leave these caverns. Although its
           fire damage, and the target catches fire. While on fire, the
                                                              colony has been wiped out, the myconid sovereign wants
           target takes ld6 fire damage at the start of each of its turns. A
                                                              to try to regrow the fungus forest. After helping the char-
           creature can end this damage by immersing itself in water or by
                                                              acters as well as it can, it bids them farewell and invites
           using an action to make a successful DC 10 Dexterity check to
           extinguish the flames.                             them to return whenever they feel like it.
                                                               Treasure. A 1-foot-thick, 10-foot-square patch of lumi-
            The stone enclosure has a hinged gate made of  sturdy   nous but soot-blackened purple mold covers the roof of
           wooden poles lashed together with rope and held shut   the northern alcove (marked X on map 13). Buried in the
           with a simple latch. The hobgoblins like to starve the   mold are two gourds, one containing a potion of  diminu-
           rust monsters for a few days, then set them loose on   tion and the other a potion of  longevity. Chanterella grew
           this level. The rust monsters can't escape from the pen   the purple mold and can silently command it to extrude
           on their own, but they are drawn to the scent of metal.   sticky tendrils, which it uses to lower the potions within
           The hobgoblins use the wooden tower shield and 10-foot   easy reach.
           poles to wrangle the rust monsters outside their pen and   Sunlight, any effect that cures disease, or any effect
           keep the beasts away from their metal armor.       that deals radiant or necrotic damage destroys the mold.
            Twelve giant fire beetle glands illuminate the rust   If  the mold is destroyed while the potions are still hid-
           monster pen. Each gland is the size of a small loaf of   den in its mass, the potions fall and shatter on the floor.
           bread and glows for ld3 days before going dark.   A character in the alcove can use a reaction to try to
                                                             catch one falling potion, doing so with a successful DC
           12.  PARADISE LOST                                 11  Dexterity saving throw.
           These 40-foot-high caverns once housed a thriving
           fungus forest and a colony of peaceful myconids. The   AFTERMATH
           hobgoblins slaughtered the myconids, then burned
                                                             Defeating the hobgoblins calms this level for a tenday.
           down the forest. A thin, pungent smoke hangs in the air
                                                             After that, Doomcrown sends more hobgoblin raiders up
           throughout these caverns.
                                                             from Arcturiadoom (level 14) to gather metal for his fire
                                                             giant masters-unless the characters take the fight to
           12A.  SOUTHERN FOREST
                                                             him in the meantime.
           Burned Remains. Blackened and smoldering zurkh-     Months of  work are needed to finish construction of
            wood stalks, their caps destroyed by fire, stand amid   the Simulacrux. If  work on the project continues and
            the charred remains of what once were neatly tended
                                                             Zox completes his arch, there's no telling whether it
            fungus gardens.                                  functions as intended. Scaladar simulacra created by
           Corpses. Lying amid the razed mushrooms are the   the arch might be defective or uncontrollable. It's also
            charred corpses of ld4 giant fire beetles, ld6 myconid   possible that the Simulacrux might be able to create
            sprouts, and ld8 myconid adults. The glands have
                                                             rust simulacra of  other creatures besides scaladar. It's
            been torn out of  the fire beetles' bodies.      equally likely that the Simulacrux won't function at all,
            A character who inspects the corpses and succeeds on   prompting Zox to tear it down and build another metal
           a DC 15 Wisdom (Medicine) check can determine that   monstrosity in its place.
           the beetles and myconids were killed by slashing weap-  If  the myconid sovereign in area 12 survives, it re-
           ons and arrows, then burned.                      leases spores to seed the scorched earth, giving rise to a
                                                             new colony of myconid sprouts. The fungus forest recov-
           12B.  CENTRAL FOREST                              ers on its own, though it takes years.
          This area contains the same features as area 12a.





           LEVEi  13  11'.ROBRIAND"S CRAVEYARD
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