10). The first creature to pass through the gate trig-
gers an elder rune (see "Elder Runes," page^12 ).
- A creature that passes through the gate appears in
area 26d on level l , in the closest unoccupied space
next to the identical gate located there.
TREASURE
The dwarf that was once Falkir Gravelfist wears a steel
helm shaped like the head of a boar. A detect magic spell
reveals a faint aura of transmutation magic around the
helm, which is cursed. Once the helm is donned, it can't
be removed until its wearer dies or until a remove curse
spell or similar magic is cast on the helm. Any human-
oid wearing the helm gains the following flaw until the
helm is removed: 'Tm exceedingly stubborn and think
I'm right all the time." (This flaw supersedes any con-
flicting flaw.)
Before he died, Falkir swallowed a gemstone called
the Eye of the Spider. If the characters pierce the skin
clingi ng to his bones and root through his chest cav-
ity, they find the stone in what was once his stomach.
Returning this gem toJoroth Brighthelm in Waterdeep
completes a quest (see "Eye of the Spider," page 8),
or the characters can selJ it for 1,000 gp.
9. GOD-WATCHED GATES
---
These rooms house shrines dedicated to gods of the
drow pantheon. The 20-foot-high vaulted ceilings are
obscured by thick webs.
9A. THE ELDER EYE
A 20-foot-diameter hemisphere of magical darkness
blots out much of this room and conceals a locked dou-
ble door to the south. Neither light nor darkvision can
pierce the inky darkness. A successful dispel magic
spell (DC 18) ends the darkness for 1 minute and re-
veals a 12-foot-tall statue at the center of it.
The statue magically and silently reshapes itself every
minute, taking on one hideous form after another. When
first seen, the statue looks like a pillar of ooze with
eyeless faces and twisted pseudopods protruding from
it. Other forms include an eyeless giant with wings and
pincers, and a lurching wave of slime covered with fang-
filled mouths. Any creature that beholds the statue in
any of its forms must succeed on a DC 14 Wisdom sav-
ing throw or gain a random form of short-term madness
(determined by rolling on the S hort-Term Madness table
in chapter 8 of the Dungeon Master's Guide). Whether
a creature s ucceeds or fails on the saving throw, it can't
be affected by the statue again.
A character who sees the statue can, with a successful
DC^15 Intelligence (Religion) check, ascertain that it
represents Ghaunadaur, god of oozes, slimes, and all
things subterranean.
Locked Double Door. The doors south of the statue
refuse to budge, and no amount of force can pry them
open. They're also immune to damage from any source.
A knock spell or similar magic opens the double door.
The doors also swing open if a creature sufferi ng from
any form of short-term, long-term, or indefinite madness
touches them. A creature under the effect of a confusion
spell, a crown of madness spell, or a similar effect can
also open the doors. The doors remain open until some-
one or something closes them.
9B. THE MASKED LORD
Characters who bring light sources into this room no-
tice that the shadows created by their light seem to take
on lives of their own-an eerie but harmless magical ef-
fect. Standing atop a 2-foot-high stone block in front of a
locked double door is a 6-foot-tall statue of a male drow
with a cruel smile who is holding a shorts word hidden
behind his back. The statue wears a mask over its eyes.
The statue represents Vhaeraun, drow god of thieves.
A character who s ucceeds on a DC^15 Intelligence
(Religion) check recalls that Vhaeraun is worshiped pri-
marily by male drow. The statue can't be transformed,
damaged, or knocked off its base.
When a creature moves within reach of the statue,
the statue animates and attacks the creature with its
shortsword, striking unerringl y and dealing^3 (ld6)
damage. After wounding a creature with its sword,
the statue reverts to its inanimate state until trig-
gered again.
Lock e d Double Door. The doors south of the statue
are smeared with blood and refuse to budge. No amount
of force can pry them open. They are also immune to
damage from any source. A knock spell or similar magic
opens the doors, as does smearing blood on one or both
of them. T he doors remain open until someone or some-
thing closes them.
9c. THE DARK MAIDEN
A magical moonbeam shines from the ceiling on a
6-foot-tall statue of a scantily clad female drow with
flowing hair, frozen in a pirouette with her arms out-
stretched and her hands curled, as though they were
meant to be holding something. The statue stands atop a
2-foot-tall block of stone that serves as a base.
The moonbeam is like that created by a moonbeam
spell and engulfs the 10-foot square containing the
statue. A successful dispel magic spell (DC 16) negates
the moonbeam for 24 hours.
The statue depicts Eilistraee, drow god of beauty,
song, and the hunt. Abhorred in drow society, the Da rk
Maiden was not without followers in Undermounta in.
The statue can't be transformed, damaged, or knocked
off its base.
A character who s ucceeds on a DC 15 Intelligence
(Religion) check recalls that Eilistraee favors the use
of a sword. If s uch a weapon is placed in its hands, the
statue's grip tightens around the hilt. (The statue does
not accept illusory or spiritual weapons.) The statue
then dances atop its base for 1 minute before leveling
the sword at the Jocked set of doors to the south, caus-
ing them to open. As the doors swing open, the statue
returns to its original pose and loosens its grip on the
sword, causing the weapon to fall from its grasp.
Locked Double Door. The doors south of the statue
refuse to budge, and no amount of force can pry them
open. They are also immune to damage from any
source. A knock spell or similar magic opens the double
door. The doors also swing open if the s tatue of Eilis-
traee points a sword at them.
LEVEL 10 J MUIRAL'S GAUNTLET