Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
Skeleton. An animated drow skeleton clad in a tattered
black cloak stands in the middle of the hall. The skele-
ton is missing one of its hands and clutches a wand in
the other (see "Treasure").

The skeleton found itself trapped in this hall shortly
after Muiral animated it. On each of its turns, the skel-
eton points its wand threateningly at intruders but can
do nothing with it, s ince it has no spells and can't speak.
Bereft of weapons, the skeleton has a challenge rating of
0 and is worth 0 XP.

TREASURE
The skeleton's wand is a +l wand of the war mage.


  1. HAUNTED ThMPLE OF LOLTH
    This temple of the Spider Queen has vaulted, 30-foot-
    high ceilings draped in cobwebs. Muiral visits the tem-
    ple to hear the lamentations of three drow priestesses
    who lost all favor with Lolth and became banshees.
    If Muiral (see appendix A) is here and detects the
    characters approaching, he casts greater invisibility
    on himself and stands between the statues in area
    3a. When the first character enters the room. Muiral
    becomes visible as he casts a wall of force spell, using
    the barrier to cut off that character from the rest of the
    party. He then engages the character in single combat.
    If the wall is brought down or he is outmatched, he casts
    animate objects on one of the Lolth statues in area 3a or
    on both spider-shaped braziers in area 3b.
    Muiral stays at least 30 feet away from the banshees
    to avoid their mournful wail. He is immune to their hor-
    rifying visages, having gazed upon them many times.


VLONWELV'S PULPIT
From the spider throne in area 2Sb, a creature can trans-
mit messages that echo through every room and corridor
of Muiral's Gauntlet. The drow priestess Vlonwelv uses
this device to broadcast propaganda, proselytize, summon
subordinates, marshal forces, and taunt interlopers. As
the characters make their way through Muiral's Gauntlet,
they hear one or more ofVlonwelv's announcement s echo
throughout the dungeon, her words spoken in Elvish. A
few translations include the following:


  • "The Spider Queen blesses House Auvryndar! The bat-
    tle to break House Freth's hold on the passages below
    brings victory after victory. We have seized key positions
    formerly held by our enemy. The defeat of House Freth is
    inevitable. Praise Lolth!"

  • "Gelgos Argonrae and Jevan Kron'tayne are to be com-
    mended for the capture of a House Freth spy. Rewards
    shall be paid to each of their houses. Praise Lolth!"

  • "The Spider Queen watches. We are all her children.
    Praise Lolth!"

  • "Minarra. Report to the temple at once."

  • "Patrol Six, report to Captain Zress for immedi-
    ate orders."

  • "Pay no heed to false reports of an attack on our strong-
    hold above. Our forces under the command ofT'rissa
    Auvryndar have taken Stromkuhldur. Skullport will swiftly
    follow. Praise Lolth!"


LEVEL 10 I M UIRAl.'S CAVN1 I ET


3A. NARTHEX
Two 20-foot-tall statues of Lolth guard the mouth of the
temple. Each statue is a Huge object that can be climbed
with a successful DC 10 Strength (Athletics) check.
West S tatue. This statue depicts Lolth in her monstrous
form, with the upper body of a female drow and the
lower body of a bloated spider. From its upraised
hands, the statue casts forth stone webs that fan
across the ceiling.
East S tatue. This statue depicts Lolth in her drow
form, kissing a scourge as stone spiders crawl
across her body.

3B. NAVE
Altar. An altar of pale gray stone carved to look like
a rectangular mass of webbing stands atop a dais.
Three drow b an s hees kneel b efore the altar, weeping
as they utter prayers to their demon goddess. (Twen-
ty-five feet above the altar, a 10-foot-square s haft in the
ceiling climbs 10 feet to level 9, area 41.)
Braziers. Purple flames issue from stone braziers that
resemble gia nt spiders. (Originating from gas vents
under the floor, these flames shed bright light in a 15-
foot radius and dim light for an additional 15 feet.)
Corpses. The banshees recently finished off a pair
of adventurers, leaving their corpses to rot in the
squares marked X on map 10.
Charinidia, Grazthrae, and T'riizlin were priestesses
transformed into banshees by Lolth for their vanity. If
their prayers are interrupted, they attack, staggering the
timing of their life-draining wails as follows:


  • Charinidia wails on her first turn in combat.

  • Grazthrae wails after taking damage for the first time
    in combat.

  • T'rii zlin wails after one of the other banshees is
    destroyed.
    A detect magic spell reveals an aura of conjuration
    magic around the a ltar, which is 30 feet long, 15 feet
    wide, and 3 feet tall. Like a mass of webs, the altar has
    gaps across its surface. The first time a creature touches
    the altar, eight s warms of insects (spiders) magically
    pour out of it. The spiders quickly enshroud the a ltar
    and attack all creatures within 5 feet of it, pursuing prey
    that flees. If they are left alone, the spiders crawl back
    into the altar and disappear after 1 hour, whereupon the
    trap resets.
    During his last visit to the nave, Muiral took any items
    of value from the dead adventurers. Characters who in-
    spect the corpses find the following:

  • The northern corpse (that of Kravos, a tiefiing rogue)
    wears leather armor and clutches a shortsword. Ne-
    crotic energy causes his flesh to shrivel.

  • The southern corpse (that of Zundra Underdottir, a
    dwarf barbarian) wears hide armor and has a greataxe
    lying nearby. Her face is frozen in a horrific scream.
    If a character casts speak with dead on a corpse and
    asks what it knows about Undermountain, the corpse
    shares a secret determined by drawing a card from the
    Secrets Deck (see appendix C).

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