Page 183 - Waterdeep - Dungeon of the Mad Mage_Neat
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2c. FUNGUS GARDEN S                                the chance presents itself. The scrap iron was brought
           The creature in area 2a comes here to feed, as do other   down from level 13 and will later be transported to area
           creatures dwelling in the caverns. The cave has the fol-  14 to be eventually melted down and recast.
           lowing features:
                                                              4. PRISON
           Fungi. Gardens of fungus sprout from mounds of of-
             fal on the uneven floor. The fungi release clouds of   Arcturia confines living subjects here until she finds
             dimly luminescent spores that fill the cave like a fine,   time to experiment on them. The 15-foot-high room is
             hanging mist.                                    engulfed in a permanent antimagic field (see the anti-
           Carrion Crawlers. Four carrion crawlers dwell here.   magic field spell for effects). The room has the following
             Two cling to the 10-foot-high ceiling, and two feed on   additional features:
             the rotting corpse of a fifth carrion crawler lying amid   Cells. Six 10-foot-high cells with arched ceilings are
             the fungus.                                       barred with iron portcullises. Lying in the southwest
             The crawlers are natural enemies of the creature in   cell is a humanoid corpse clad in plate armor and rid-
           area 2a, which recently killed one of them with a blow   dled with arrows.
           from its war pick. They ignore characters who keep a   Lever. Bolted to the floor in the middle of the room is a
           respectful distance.                                4-foot-wide, 7-foot-long iron plate with a comb-shaped
             A character who studies the fungus and succeeds on a   hole in it. An iron lever protrudes from the hole.
           DC 10 Intelligence (Nature) check can distinguish edible   The remains in the southwest cell are those of a fe-
           varieties from poisonous ones, and also ascertains that   male orog who was captured by Arcturia and stripped of
           the spore clouds are harmless. A character unaware   her weapons. The hobgoblins found her, shot her full of
           of this information who eats fungus has a 50 percent   arrows through the bars, and left her corpse to rot.
           chance of consuming a poisonous variety and must    The iron lever operates the mechanism that raises
           succeed on a DC 10 Constitution saving throw or be poi-  and lowers the portcullises by sliding it along the comb-
           soned for ld4 hours.                               shaped hole in the floor plate. Depending on how the
                                                              lever is positioned, it can be used to raise any of the
           2D.  STANDING GATE TO LEVEL 12
                                                              portcullises one at a time, or to lower all the portcullises
           This cave contains a pair of standing stones with an   into place.
           inanimate minotaur skeleton embedded in each one,
                                                               The portcullises are impervious to weapon damage.
           facing each other. These standing stones form one of   The gaps between the bars are 4 inches wide. Closed
           Halaster's magic gates (see "Gates," page 12). The   portcullises are locked in place; forcing one upward re-
           rules of the gate are as follows:                  quires a successful DC 26 Strength (Athletics) check.
           •  Any creature that touches one of the standing stones
             is targeted by a maze spell (save DC 22).        5.  SIDE CHAMBERS
           •  To open the gate, a creature must escape the labyrinth   Other than a polymorph trap (see "Polymorph Traps,"
            created by the maze spell. When it returns, the gate   page 180), these conjoined rooms contain little of note.
            opens for 1 minute.
           •  Characters must be 12th level or higher to pass   5A.  DOMED CHAMBER
             through this gate (see "Jhesiyra Kestellharp," page   This room has a domed ceiling 20 feet high. It is other-
             10). The first creature to pass through the gate trig-  wise empty.
             gers an elder rune (see "Elder Runes," page 12).
           •  A creature that passes through the gate appears in   5B. TELEPORT DESTINATION
            area 12a on level 12, in the closest unoccupied space   This chamber has a fiat ceiling 15 feet high. Creatures
             next to the identical gate located there.        teleported from area 13a arrive here. The room is other-
                                                             wise empty.
           3.FOYER
                                                              6.  STATUE OF ARCTURIA
           Monsters •. Two male fire giants (named Druvax and
             Zelzzarf) and seven hobgoblins are sorting through   Here marks the perpendicular intersection of two cor-
             pieces of scrap iron on the floor and tossing them   ridors, one cut short by dead ends. Beyond an archway
             noisily into piles.                             to the southwest is a stone statue of a 6-foot-tall skele-
           Statues. Two statues of dwarves flank the double door   tal figure with butterfly wings sprouting from its back
             to the southwest. Each statue stands atop a crum-  and sharp bone spurs on its forearms and elbows. The
             bling, 2-foot-high stone block. The statues have been   statue stands atop a 3-foot-high stone base. The statue
            magically reshaped in gruesome ways.             clutches a stone wand and points it toward the floor.
                                                               The statue represents Arcturia and is neither magical
            Arcturia used stone shape spells to mutilate the stat-
                                                             nor animate. The statue's wand points in the direction of
           ues, which once depicted proud dwarf warriors. The
                                                             the polymorph trap that is set before it (see "Polymorph
           statue to the west has stony pseudopods sprouting from
                                                             Traps," page 180). Characters who search the floor for
           it, while the statue to the south appears half-melted.
            The giants and the hobgoblins aren't happy with   traps have advantage on checks made to detect the poly-
           drudge work and eagerly hurl themselves into combat if   morph trap.


           LEVEL 14 I ARCTURTADOOM
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