Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

1 0.<2UEEN_'s_P_A_R_L_OR ____


Muiral trashed this once opulent parlor in a fit of pique.
The chamber's contents are as follows:
Hanging Lights. Beneath the 30-foot-high peaked roof
is a 20-foot-high latticework of stone rafters that re-
sembles a giant web. Hanging from this web by silken
strands are spider-shaped lanterns containing flicker-
ing purple flames (created by continual flame spells). A
few hanging strands are without lanterns.
Furnish i ngs. Strewn about the room are the trappings
of a parlor: shattered crystal dishware, broken orna-
ments, divans, footstools, end tables, and lanterns torn
from the rafters. All the objects are carved with web
patterns or shaped in the likeness of spiders.
Floor. The black marble floor has silver, web-like veins
running through it.
The entire room is dimly lit by the lanterns. A spider
lantern's light goes out if it's removed from this room.

1 1. LOLTH'S PALACE
If Muiral (see appendix A) is here, he's lurking on the
balcony (area llb). When he detects intruders entering
area Ha, he commands the bone pile in that area to an-
imate and attack. He then casts spells from the balcony,
switching to melee combat when one or more enemies
move within his reach.

llA. LOWER LEVEL
Balcony. A 30-foot-high balcony circles the room. Eight
stone pillars carved to resemble spider legs support
the balcony, which is enclosed by wrought iron rail-
ings shaped like webs.
Alcove. A deep alcove to the south contains a large pile
of humanoid bones.
Stairs. Two s tone staircases rise on either side of the
north entrance, cl imbing to the balcony.
If any creature disturbs the bones in the alcove, or if
Muiral commands them to rise, they coalesce into four
shambling mounds made e ntirely of skulls and bones,
with these changes:


  • The shambling mounds are undead.

  • Instead of immunity to lightning damage, they have
    immunity to necrotic and poison damage. They are
    also immune to the poisoned condition.

  • They have Necrotic Absorption instead of Lightning
    Absorption. The new trait is functionally identical to
    the old one, except that it affects necrotic damage.


llB. SPIDER QUEEN'S BALCONY

Sta tue. Hanging upside down on the roof of the south
alcove is a giant statue of Lolth in her monstrous half-
drow, half-spider form.
Railings. The 3-foot-high iron railings that enclose the
balcony are sturdy and shaped to look like webs.
Decor. Hanging on the walls between six sets of double
doors are steel shields that bear web-like and spi-
der-like designs.


LEVEL 10 I MUIRAL'S GAUNTLET


The statue of Lolth animates and attacks the nearest
creature if it takes damage or if any of the double doors
on the balcony are opened by a creature that isn't a
drow. The s tatue can't leave area 11. If the statue has no
targets on its turn, it returns to its alcove and becomes
inanimate until triggered again. It also returns to its al-
cove if the command word, "sleep," is spoken in Abyssal.
The statue is a s ton e golem with a challenge rating of
11 (7,200 XP) and these changes:


  • The statue is Huge and has 230 (20dl2 + 100 )
    hit points.

  • It understands Abyssal but can't speak.

  • It can climb difficult surfaces, including upside down
    on ceilings, without needing to make an ability check.

  • Those affected by the s tatue's Slow action option ap-
    pear to be ensnared in ephemeral webs that vanish
    when the effect on them ends.


llc. NORTHWEST PALACE QUARTERS
The wreckage of old furniture and decor suggests that
this room once served as a drow priestess's sanctuary.
Built into one wall is a massive, arched fireplace. The
fireplace's 5 -foot-wide chimney climbs vertically for 30
feet, then ends abruptly. The rest of it caved in long ago.
Treasure. Characters who search the room and suc-
ceed on a DC 20 Wisdom (Perception) check find a se-
cret compartment in the fireplace that contains a potion
of greater healing.

llD. SOUTHWEST PALACE QUARTERS
This room is like area 1 lc but contains no treasure.

llE. VESTRY
Mirror. Mounted on the east wall is a tall rectangular
mirror encased in an ornate stone frame with human
skulls "woven" into it. This mirror is one of Halaster's
gates (see "Gates," page 12).
Wardrobe. A tall, slender wardrobe made of purple
wood stands against the south wall. (The wardrobe
once contained ritua l vestments, but they were stolen
long ago. A search reveals nothing inside.)
Mirror Gate to Le vel 12. The mirror's stone frame
is carved with twisting vines, woven into which are the
actual skulls of eleven human adventurers killed in Un-
dermountain. Carved into the bottom of the frame are
the following words in Celestial: "The dead know the
secret." The rules of the gate are as follows:


  • Speaking the proper command word ("Axallian")
    while standing in front of the mirror opens the gate
    for 1 minute.

  • Characters must be 12th level or higher to pass
    through this gate (see "Jhesiyra Kestellharp," page
    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 6b on level 12 , in the closest unoccupied space
    next to the identical gate located there.
    Casting speak with dead on one of the skulls forces
    it to reveal the gate's command word, which Halaster
    changes every f ew days. The skulls are otherwise
    hostile and refuse to answer questions put to them.

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