Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

  1. ThLEPORTATION STATUES
    Each of these areas is hidden behind a secret door.
    Characters who have a passive Wisdom (Perception)
    score of 15 or higher and approach within 20 feet of ei-
    ther secret door hear a whispering voice from behind it.
    The voice says in Elvish, "This way."
    Behind each secret door is a dusty, dead-end hallway
    containing a 10-foot-tall statue of a drow that radiates an
    aura of conjuration magic under the scrutiny of a detect
    magic spell. Each statue is a Large object with AC 17, 60
    hit points, and immunity to poison and psychic damage.
    Any creature other than Muiral that touches the statue
    in area 6a is instantly teleported to an unoccupied space
    near the statue in area 6b, and vice versa, a long with ev-
    e rything it is wearing or carrying. (Vlonwelv Auvryndar
    used a ritual to alter the statues' magic so that Muiral
    can't be teleported.)
    The statues depict drow lovers from rival houses.
    Their spirits are bound to the statues and can't commu-
    nicate with each other on the Material P lane. Destroy-
    ing a statue banis hes its spirit to the Abyss, and only by
    destroying both statues can these evil spirits finally be
    reunited in their demonic afterlife.
    While trapped in their statues, the s pirits are invisible
    and can't affect their surroundings in any way. Though
    they can't prevent anyone from using the statues to tele-
    port, each spirit asks the characters in Elvish to relay
    messages of love to the other. The characters receive
    no reward for doing so and are under no compulsion t o
    heed the statues' wishes.


6A. XYRXIAN^1 S STATUE
Xyrxian Vandree is depicted as a scowling female drow
wearing a gown of spiders and holding a scourge. Her
spiri t rages in reaction to the death of her beloved. Her
dialogue is curt and hateful.


6B. DRAN^1 L^1 S STATUE
The statue of Dran'I Kena fin depicts a handsome male
drow in a webbed robe with fists clenched and tears
streaming down his face. Dran'l's spirit mourns the loss
of his beloved. His d ialogue is morose and brooding.



  1. HALLS OF SELVETARM


The lesser deity Selvetarm serves Lolth. Also known
as the Spider That Waits, Selvetarm is worshiped and
feared by drow for his battle prowess a nd blood lust.
These rooms are dedicated to him.


7A. COBBLESKULLS
The floor of this 20-foot-high a ntechamber is sunken
a few inches and covered wall-to-wall with humanoid
skulls that are yellow and brittle with age. They look like
cobblestones at first glance. The floor is difficult terrain,
as the skulls shift a nd break apart underfoot.


7B. HALL OF THE SPIDER THAT WAITS


Ce iling S culpture. This chamber has a vaulted ceiling
40 feet high. Clinging to the ceiling is a 20-foot-diam-
eter, upside-down stone spider that resembles a giant
tarantula.


LEVEL 10 I MUI RAL'S CAUNTLET


P etrified Drow. Eight lifelike statues of drow warriors,
four males and four females, are positioned around
the room. (The statues are eight drow turned to stone
by Muiral's magic.)

If Muira l (see appendix A) is here, he's lurking in the
space between the spider sculpture and the ceiling,
roughly 30 feet above the floor. Upon detecting intrud-
ers, he casts animate objects on five of the drow statues
and commands them to attack while he bides above the
giant spider sculpture. If the animated drow statues are
destroyed, Muiral casts wall of force to attempt to sepa-
rate one character from the others before crawling down
to attack his lone prey.
Destroying five legs of the spider sculpture causes it
to break free of the ceiling and crash to the floor. Each
leg has AC 17 ; 25 hit points; resistance to acid, cold, and
fire damage; immunity to poison and psychic damage;
and immunity to bludgeoning, piercing, and slashing
damage from nonmagical weapons that aren't adaman-
tine. Any creature underneath the sculpture when it falls
must make a DC 15 Dexterity saving throw, taking 66
(12dl0) bludgeoning damage on a failed save, or half as
much damage on a successful one.
Casting a greater restoration spell or similar magic on
a petrified drow restores it to flesh, provided the statue
has not been destroyed. Drow restored in this manner
have two goals: s lay Muiral, and report back to their su-
perior, Zress Orlezziir. T he males are named Dhuurak,
jaratlab, Quenmourn, and Seldax. The females are Ni-
zanna, Rezlyrr, Shynlue, and Zilvriss.


  1. THE FATE OF F ALKIR' S FIST
    A little more than a year ago, four dwarf adventurers
    calling themselves Falkir's Fist made it this far into
    Undermountain before Muiral killed them. The room
    where they met their fate has these features:
    Wreckage. The room was once used for weapon
    practice, as evidenced by the wreckage of several ar-
    chery targets.
    Mirror. Mounted on the north wall is a tall, oval mirror
    with an engraved stone frame. This mirror is one of
    Halaster's magic gates (see "Gates," page 12).
    D warf Remains. The badly rotted corpses of four
    dwarves lie in a semicircle in front of the mirror.
    Most of their armor and weapons are damaged be-
    yond repair.
    Falkir Gravelfist and his band perished at the foot of
    a mirror gate that would have been their salvation-had
    they a magic wand to activate it. Characters who search
    the remains find some treasure (see "Treasure").


MIRROR GATE TO LEVEL 1
Worked into the mirror's stone frame is an image of a
wizard pointing a wand. This gate's rules are as follows:


  • The gate opens for 1 minute when the mirror is
    touched with a magic wand that has at least 1 charge
    remaining.

  • Characters must be 1 lth level or higher to pass
    through this gate (see "jhesiyra Kestellharp," page

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