Page 181 - Waterdeep - Dungeon of the Mad Mage_Neat
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POLYMORPH  TRAPS                                  double door is a sconce sculpted to resemble a skele-
             Throughout Arcturiadoom lie magic traps designed to   tal hand, with a continual flame spell cast in its palm.
             polymorph humanoids. (Creatures that aren't humanoids   Monsters. A pair of stalagmites flank the double door.
             are unaffected.) These traps are marked Pon map 14. The   Hiding behind each stalagmite is an invisible drow
             hobgoblins are aware of  these traps and do their best to   mage and an invisible quasit.
             avoid them.                                      Rock Formations. Around the edges of the cavern are
              A polymorph trap is marked by a nearly invisible glyph
             inscribed on a l  0-foot-square section of floor. A  character   more stalagmites and stalactites. More of these forma-
             searching the area for traps can detect the glyph with a   tions fill a smaller cavern to the southeast (area lb).
             successful DC 20 Wisdom (Perception) check. The first   The two drow mages are males named Hulziin and
             humanoid to pass over the lO·foot-square area triggers the   Yrrprek. Each wears a cloak pin bearing the insignia
             glyph and must succeed on a DC 20 Wisdom saving throw   of  House Freth. They arrived here shortly before the
             or be transformed into a monster with average hit points.   adventurers and have greater  invisibility  spells cast on
             All items worn or carried by the creature are absorbed into
                                                              them. The drow and their two quasit companions try to
             its new form. The new form is hostile toward all other crea-
                                                              remain hidden, allowing adventurers to move into Arctu-
             tures and must attack any other creatures it can see.
              Roll a dlO to determine the creature's new form:   riadoom ahead of  them. Once the path is clear, they pass
                                                              through areas 3 and 35 on their way to area 38.
              l . Carrion crawler   6.  Hook horror            One of their kin, Vanar, arrived early to scout and has
              2. Chimera         7.  Manticore                already slipped inside. The characters might encounter
              3. Fire elemental   8. Otyugh
              4. Gelatinous cube   9. Owlbear                 him and his shadow demon in area 29.
              5. Gorgon          10. Wyvern
                                                              lB. STALACTITES AND STALAGMITES
              When the polymorphed creature drops to 0 hit points, it   This damp, dripping cave contains a veritable forest of
             reverts to its original form and is stable at 0 hit points.
                                                             stalagmites and stalactites.
              Once a glyph is triggered, it disappears, rendering its
             space safe to pass through until Arcturia sees fit to replace
                                                              le. CLAW- SHAPED CAVE
             it. A successful dispel magic spell (DC 17) cast on a glyph   The drow have hidden supplies in the deepest arm of
             removes it.
                                                             this otherwise empty cave. A search reveals three back-
                                                             packs made of  woven spiderwebs. Each pack contains
           are hobgoblin patrols. A typical patrol consists of four   a mess kit, 10 days of rations (dried mushrooms, moss,
           hobgoblins. Their marching footsteps and clanking   and boiled cockatrice eggs), 50 feet of  spider silk rope,
           armor can be heard well in advance of their arrival, and   and a full water skin made from a lizard's bladder.
           characters can't be surprised by them. Combat with a
           patrol is sure to alert other creatures in the vicinity.   2.  NATURAL CAVES
            If  any hobgoblins are defeated while on patrol, sub·
                                                             This small network of  caves lies outside the dungeon
           tract their numbers from the guards in area 32a.
                                                             proper and serves as home to one of  Arcturia's mon-
           HOUSE FRETH                                       strous experiments.
           Three drow mages have infiltrated Arcturiadoom in the   2 A.  DEFORMED DUERGAR
           hope of  securing powerful magic to conquer other levels   Characters who enter this cave are soon attacked by a
           of Undermountain. These drow belong to House Freth   hideously deformed duergar. The creature has enlarged
           (see level 12). They avoid violent confrontations with   itself to a height of 9 feet.
           adventurers and instead try to turn them against the fire   This creature used to be two separate duergar, a male
           giants and the hobgoblins.                        named Blork and a female named Muatha. Arcturia
                                                             fused them together into a single creature by using
           EXPLORING THIS LEVEL                              magic that only a wish spell can undo. Both skulls
                                                             merged into one bulbous head that has three ears, three
           All location descriptions for this level are keyed
                                                             eyes, two noses, and two mouths. It has a third arm on
           to map 14.
                                                             the right side of its body, and its left leg splits into two at
                                                             the knee, giving it three feet. The transformation drove
           1.  ENTRANCE TO ARCTURIADOOM
                                                             the poor creature insane, and it regards all other crea-
           These caverns lie at the end of the worm-bored tunnel   tures as threats that must be destroyed.
           leading down from level 13.                         The creature is a duergar, with these changes:
           lA. WORM TuN NEL                                  •  The creature has 40 hit points.
           The bore worm on level 13 wanders down here occa-  •  It has advantage on Wisdom (Perception) checks and
           sionally, looping around a central column of  rock before   on saving throws against being charmed, frightened,
           traveling back up. This column supports the cavern's   stunned, or knocked unconscious.
           30-foot-high roof. The cavern also has these features:   •  As a bonus action, it can make an attack with
                                                               its javelin.
           Double Door. A double door is framed with carvings of
            worm-ridden skulls. Carved into the lintel above the   2B.  DuERGAR's  CRIB
                                                             The deformed creature in area 2a sleeps here on a bed
                                                             of spongy black mold that grows at the back of  the cave.

           LEVEL 14 I ARCTURIAOOOM
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