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The arch is one of Halaster's magic gates (see "Gates,"   13. ZURKHWOOD  GROVE
             page 12). Its rules are as follows:                                           ~~~~~~~~-
                                                                Ceiling. This immense cavern is SO feet high.
             •  Feeding a gold coin into the keystone's slot causes the   Fungi. A forest of zurkhwood erupts from the guano-
               coin to disappear and the gate to open for 1 minute.   and moss-covered floor, the tallest and oldest standing
               Other coins placed in the slot disappear but don't   over 40 feet tall. Between the towering fungi lie a few
               open the gate.                                     toppled zurkhwoods, as well as several stumps.
             •  Characters must be 6th level or higher to pass through   Monsters. Near the edge of the forest, feeding on a
               this gate (see "Jhesiyra Kestellharp," page 10). The   duergar carcass, is a lone carrion crawler. The
               first creature to pass through the gate triggers an el-  deeper forest is guarded by four awakened zurkh-
               der rune (see "Elder Gates," page 12).             woods (use awakened tree statistics)  .
             •  A creature that passes through the gate appears in
                                                                  A svirfneblin druid inhabited this grove until a few
               area S on level 2, in the closest unoccupied space next   months ago, when he felt threatened by the arrival of  the
               to the identical gate located there.
                                                                aboleth and decided to follow the River of the Depths
               Treasure. Talafaere wears an obsidian scarab bear-  back down into the Underdark. Before he left, the druid
              ing the insignia of House Auvryndar (2S gp).      cast awaken spells on seven zurkhwoods in the grove,
                                                                three of  which have since been felled by duergar axes
              12. BAT  C AVE                                    and damage-dealing spells. The four that remain are
             The drow and their quaggoths recently expanded into   indistinguishable from normal zurkhwoods while they
             this cavern, which is home to hundreds of bats.    remain motionless. The awakened zurkbwoods try to
                                                                kill or drive off creatures that cause harm to the grove.
              12A.  DROW SENTINELS                              They understand Gnomish but can't speak it.
             Sloped Roof. The ceiling here is SO feet high but slopes   The duergar, Iktarve Unsuttir, came up the river with
               down to 30 feet high toward the southeast.       some companions to cut down zurkhwoods and sell the
              Drow. Natural shelves and narrow ledges line the walls,   wood-but he didn't count on the grove's fighting back.
               ranging in height from  10 to 30 feet. Hiding in the   He was killed by the awakened zurkhwoods and left be-
               shadows atop 10-foot-high ledges are two male drow   hind. The duergar's  scale mail is not salvageable.
               elite warriors (Ryld and Llauzdrar).               The carrion crawler plans to spend the next several
              Bats. Harmless bats flutter around, disturbed by the   hours quietly devouring its meal. It attacks creatures
               drow's presence.                                 that come within 10 feet of the dead duergar, but other-
              Stumps. The floor is dotted with the stumps of felled   wise the crawler  just wants to be left alone.
               zurkhwood stalks and the occasional bat carcass im-  TREASURE
               paled by a drow crossbow bolt.
                                                                A search of Iktarve's corpse and the surrounding area
               Ryld and Llauzdrar have taken to shooting bats with   yields a war pick, three  javelins stuck in a felled zurkh-
              their crossbows. Intruders provide the drow with a wel-  wood, and an empty lapis lazuli flask (SO  gp).
              come opportunity to hone their melee combat skills. If  a   A thorough search of the grove accompanied by a suc-
              battle turns against them, Ryld and Llauzdrar use dark-  cessful DC lS Wisdom (Perception or Survival) check
              ness spells to cover their withdrawal to area 8. From   reveals the gnome druid's old hovel: an igloo-like mound
              there, they head to area 1  l a to make their stand. These   of hardened bat guano. Inside, characters find a ratty
              drow aren't interested in conversation. If  captured, how-  old blanket hiding two potions of  healing in stoppered
              ever, they agree to lead their captors to area 11 to speak   gourds. The awakened zurkhwoods attack characters
              with the drow priestess who commands them.        who loot the druid's abandoned home.
             ·  ·· Treasure. Each drow elite warrior wears an obsidian
              scarab bearing the insignia of House Auvryndar (2S gp).   14. DROW RAFTS
                                                                Darkmantles. Stalactites hang from the 30-foot-high
              12B.  ZURKHWOOD B RIDGE
                                                                  ceiling. Two darkmantles disguised as stalactites re-
              Crevasse. A 20-foot-wide, 40-foot-deep crevasse splits   main motionless until they attack.
               the floor. Spanning the gap is the rotting trunk of a
                                                                Rafts. Leaning against the west wall are two 10-foot-
               zurkhwood fungus.                                  square rafts made of zurkhwood logs lashed together
              Quaggoths. Living on natural stone shelves inside the   with thick spiderwebs. Resting nearby are six 10-foot
               crevasse are eight quaggoths that serve the drow.
                                                                  poles that the drow use to guide the rafts.
               The quaggoths can climb the crevasse without having   Although the darkmantles need to eat, they flee if re-
              to make an ability check, as can other creatures with a   duced to half their hit points or fewer.
              natural climbing speed. A successful DC 10 Strength   The drow use the rafts to ply the River of  the Depths.
              (Athletics) check is needed otherwise.            Each raft is built to carry six Medium humanoids and
               Moving across the trunk without slipping or falling re-  their gear, though as many as twelve people can fit onto
              quires a successful DC 10 Dexterity (Acrobatics) check.   a raft if push comes to shove.
              On a failed check, the creature slips and falls prone on
              the makeshift bridge- but on a check that fails by S or
              more, the creature plunges into the crevasse.



                                                                                        LEVEL 4  I TWISTED CAVERNS
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