A2 Drow Laboratory:
Drow hunters like to apply a poison to their crossbow bolts. Samples of that Poison are made here. The Drow alchemist takes dangerous mushrooms and boil them in this room and distill the poison for their weapons here. The Noxious smell in this room is powerful! The nearby Drow have access to very fresh poison making them more deadly than normal.
A single Drow occupies this room a mask covering their face to keep them safe from the fumes. She is so intent on her work that she won’t notice the Heroes enter the room. Her mind already full of fumes she has disadvantage from the Poisoned Condition.
The workbench of this Laboratory has 12 bolts on it, 6 of which have already been poisoned. But only a trained eye can tell the difference. 3 Doses of Drow Poison are ready on the table in small vials – but a careless user would poison themselves if they try to apply it unsafely.
If the Heroes spend more than 10 minutes in this room the fumes will be a danger:
They must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour, they also take 1d4 poison damage. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way, taking 2d4 poison damage instead. An affected person can be woken up if they take damage or if another creature takes an action to shake it awake. [Waking them doesn’t remove the Poisoned condition]
Key Areas: A1 -/- A2 -/- A3 -/- A4 -/- A5 -/- A6 -/- A7 -/- A8 -/- A9 -/- A10 -/- A11 -/- A12 -/- A13 -/- A14