Page 257 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 257
Moss. Thick moss grows on the walls and the ceiling. The animating spores of the myconid sovereign have
Fungi. The earthen floor gives rise to a forest of fungi, given the dead quaggoths a semblance of life. While in
including barrelstalks, timmasks, tongues of mad- the presence of one or more myconids, the quaggoth
ness, and trillimacs (see "Fungi," page 59). spore servants regard all creatures with detached indif-
Giant Insects. Six giant centipedes and four giant fire ference and refrain from attacking. But they turn hostile
beetles are meandering among the fungi. if there are no myconids around to pacify them.
Myconids. The northern alcove is mostly clear of moss
and fungi and filled with clouds of spores. Ten myco- 5. GIGGLING CHASM
nid sprouts and thirteen myconid adults gather here A 20-foot-wide, 70-foot-deep crevasse has opened up
in silent meditation. in the floor of this 20-foot-high cavern. The sound of an
The centipedes and the fire beetles share this delicate old man giggling rises from the depths of the crevasse
ecosystem with the myconids, serving to help control every minute or so. This is a harmless illusion, one of
the growth of fungi in the caverns. The light from the Halaster Blackcloak's regional effects (see "Halaster's
fire beetles' carapaces is the cave's only illumination. Lair," page 311).
These creatures are not under the myconids' control
and fight only in self-defense. 6. LAIR OF THE MUMMY LORD
The myconid sprouts form an inner ring 6 feet in These caves form the lair of a duergar mummy lord
diameter, and the adults are in a protective ring 10 feet named Gorka Tharn. Characters who cast spells in
in diameter around them. The myconids use their Rap- these areas or disturb the features of the caverns
port Spores action option to peacefully meld with one awaken the mummy lord, allowing the creature to bring
another. Creatures that approach within 10 feet of the its lair actions and regional effects into play (see the
outer ring are subject to the spores' effect. "Mummies" entry in the Monster Manual). In its lair, the
Characters who make telepathic contact with the mummy lord has a challenge rating of 16 (15,000 XP).
myconids are greeted warmly. The myconids offer to
take visitors to their sovereign (area 4b) or escort them 6A. TOOTHY MAW
to the edge of their domain. The friendly fungus folk This 20-foot-high cavern resembles a tooth-filled maw
are blissfully unaware of the conflict happening outside because of its numerous stalactites and stalagmites.
their caverns, but they're afraid of the "rock giants" The plentiful rock formations make it difficult for large
(Halaster's stone golems) and "rock demons" (gargoyles) and cumbersome creatures to pass through the cavern,
that dwell in the caves around them. so the Stonecloaks avoid this area.
Casting a spell of 1st level or higher in this cavern
4B. FRIENDLY SOVEREIGN has a chance of waking the mummy lord equal to the
Sloped Floor. The cave floor slopes upward, reducing spell's level x 10 percent. If the mummy lord awakens,
its height from 15 feet near the entrance to 10 feet at the duergar mummies in area 6b rise out of their mass
its north end. grave and emerge from that area, moving to attack all
Fungi. Exotic mushrooms sprout from the earthen creatures in the mummy lord's lair.
floor. The walls are lined with ripplebark (see
"Fungi," page 59). 6B. MASS GRAVE
Sovereign. A 9-foot-tall myconid sovereign stands near The floor of packed earth in this 10-foot-high cave is
the back of the cave. Its bioluminescent cap sheds a shallow grave for eight duergar mummies (Gorka
bright light in a 10-foot radius and dim light for an ad- Tharn's former disciples). The mummies burst out of
ditional 10 feet. the ground and attack any creatures that enter this area.
If intruders flee, the mummies pursue. If the mummies
When not melding with its subjects, the myconid sov- awaken, so too does Gorka Tharn.
ereign- named Floot- spends its time cultivating exotic
mushrooms and crafting potions. Using its Rapport 60. MUMMY LORD'S CRYPT
Spores action option to facilitate telepathic communica- Niches. Niches carved into the walls of this damp
tion, Floot welcomes characters to its domain and offers 20-foot-high cavern contain hundreds of moldy skulls
them two potions as gifts (see "Treasure" below). Floot (a mix of dwarf and duergar). A few fallen skulls rest
expects nothing in return, but if the characters are of a on the cavern floor.
mind to reciprocate, the sovereign urges them to destroy Shrine. A small chamber to the east contains a chipped
any "rock demons" (gargoyles) they encounter, for the stone altar with treasure piled around it. The wall be-
good of the myconid colony. hind the altar is painted with a faded mural.
Treasure. Floot offers the characters a potion of mind Alcove. An alcove to the northwest features a central
reading and a potion of superior healing. Each potion is stalagmite and stalactite, each 8 feet tall and covered
held in a clay gourd and hidden inside a hollowed-out with soot drawings of snakes and scorpions.
trillimac (see "Fungi," page 59).
Stealing any of the treasure around the altar or touch-
40. QUAGGOTH SPORE SERVANTS ing the stalagmite automatically awakens Gorka Tharn.
Guards. Five quaggoth spore servants gather here. In addition, casting a spell of 1st level or higher in this
Fungi. The walls are lined with ripplebark (see cavern has a chance of waking the mummy lord equal to
"Fungi," page 59). the spell's level x 10 percent.
LEVEL 20 I RUNESTONE CAVERNS

