Page 64 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 64

Darribeth suffers from hallucinations and paranoia. If   9. ALARM SYSTEM
             the characters approach her in a calm manner, Darri-
             beth smiles and says to the toad on her knee, "Look,   Sloped Roof. The ceiling is 30 feet high at the north-
                                                                 west end of the cave and gradually slopes down to 20
             Teeha! I told you they're not demons. I wonder if Urgala
                                                                 feet high as the cavern narrows into a passage that
             sent them."
              Darribeth desperately wants to get back to her wife   leads to area 10.
             Urgala, whom she hasn't seen in a decade. When last   Tripwires. The uneven rock floor is dotted with small
                                                                 stalagmites, between which run nearly invisible trip
             they were together, Urgala and Darribeth were living in
                                                                 wires made of webbing. These web strands set off hid-
             Amphail, a town north of Waterdeep. In the intervening
                                                                 den rockfall traps.
             years, Urgala moved farther north to the frontier town of
             Triboar, where she took over a modest inn called North-  The driders in area 10 have strung thin web strands
             shield House. (See the adventure Storm King's Thunder   between some of the stalagmites, creating trip wires.
             for more information on Urgala Meltimer and her inn.)   Any creature that enters a square marked Ton the map
              If her sanity is restored, Darribeth becomes her nor-  has a 50 percent chance of breaking a strand and trig-
             mal self-a curious and kind woman with a flair for   gering a trap that releases rocks from a hidden crevice
             magic who doesn't mind bending rules for the greater   in the ceiling. If a trap triggers, all creatures occupying
             good. She speaks Common, Dwarvish, Halfling, and   the trapped square must succeed on a DC 14 Dexterity
             Undercommon.                                      saving throw or be struck by a falling rock for 5 (ldlO)
              Darribeth has a rope of climbing that belonged to a   bludgeoning damage. In addition, the sound of the fall-
             colleague who perished in the Underdark. She offers   ing rocks alerts the driders in area 10.
             it as payment for getting her back to the surface. In   A character adjacent to a trapped square or in a
             addition, if any wizards are among her rescuers, she   trapped square can spot the trip wires with a successful
             lets them copy spells from her spellbook (see "Trea-  DC 17 Wisdom (Perception) check, then track the thin
             sure" below).                                     webs to the point in the ceiling where the rocks are hid-
              Once restored to her right mind and borne safely to   den. Once it is spotted, a rockfall trap can be disabled
             Waterdeep, Darribeth makes plans to return to Amphail.   with a successful DC 12 Dexterity check by a creature in
             There, she learns what became of her wife and reunites   the trapped square; failing this check triggers the trap.
             with Urgala in Triboar. If the characters make the jour-
             ney with Darribeth and all is well at Northshield House,   TuNNEL TO EXPANDED  DUNGEON
             Urgala is so delighted by their act of kindness that she   If you want to expand the dungeon north or east of
             offers them free room and board for as long as the inn   here, assume that the tunnel in the north wall is hidden
             remains standing. Urgala and Darribeth remain lifelong   behind a 1-foot-thick wall of rocks held in place by web
             friends of the characters henceforth.             netting and clay mortar; characters can detect the false
                                                               wall with a successful DC 10 Wisdom (Perception)
             QUASIT                                            check and break through it with ease.
             Darribeth's memory is fuzzy on where and when she
             met her talking toad during her Underdark exploits. The   10.  DRIDER LAIR
             quasit, which Darribeth calls Teeba, has not revealed
                                                               Driders and Spiders. The northern half of the cave
             its true form to her. In the form of a toad, it torments her
                                                                 is home to two driders and five giant spiders. The
             with false hopes of escape before dashing them. It has   driders hide in the natural alcove north of the en-
             told Darribeth, for instance, that hezrou demons are   trance, while the spiders crawl amid thick webs that
             nearby to keep her from leaving this cavern. If attacked
                                                                 fill the top 10 feet beneath the 30-foot-high ceiling.
             or exposed, the quasit turns invisible and flees.
                                                               Hidden Arch. The southern half of the cave is filled
                                                                 with thick, sticky webs. (These webs conceal an arch
             TREASURE
                                                                 embedded in a wall at the south end of the cave. The
             Darribeth's spellbook contains the following spells: cone
                                                                 arch is not visible from the cave entrance because of
             of cold, counterspell, darkvision, detect magic, fireball,
                                                                 the webs concealing it.)
             fly, greater invisibility, ice storm.jump, mage armor,
             magic missile, misty step, shield, suggestion, tongues,   The driders while away the days carving zurkhwood
             and water breathing.                              figurines and writing poems on the caps of trillimacs in
              In addition to her spellbook, Darribeth carries a back-  Undercommon. A sample haiku is presented below.
             pack missing a strap, within which she keeps material
                                                                 My Queen of Spiders,
             components for her spells, a pouch containing 11 gp, a
                                                                 Dark diamond of the Abyss,
             dagger, a canteen, and a worn blanket. Fastened to the   Snare me in your web.
             backpack is a coiled rope of climbing.
                                                               ARCH  GATE TO LEVEL 6
             8.  CROSSROADS                                    A character entering the cave through the arch gate au-
             The ceiling of this 30-foot-high cavern is studded with   tomatically becomes stuck in the webs (see "Dungeon
             stalactites, and the floor is so uneven that it counts as   Hazards" in chapter 5 of the Dungeon Master's Guide).
             difficult terrain. A search of the cavern reveals nothing   Carved into the arch are six stone niches, each one
             dangerous or valuable.                            containing a small stone figurine that weighs 1 pound.
                                                               The figurines represent a black dragon, a unicorn, an


                                                                                       LEVEL 4  I TWIST'ED CAVERNS
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