Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
(fiddle), Philomena Gladriver (viol), Olivia Tallrush
(horn), and Shardon Underbough (flute). They are
strongheart halfling commoners, with these changes:


  • The Sing-Alongs are lawful good.

  • Each has a Charisma of 14 and the following skill:
    Performance +4.

  • They have these racial traits: They speak, read, and
    write Common and Halfling. They are Small, and
    their walking speed is 25 feet. They have advantage
    on saving throws against poison and against being
    frightened, and they have resistance to poison dam-
    age. They can move through the space of any creature
    larger than they are.
    Although the halfting musicians are grateful for the
    kind treatment of their drow captors, they have grown
    weak from eating nothing but mushrooms and would
    like to return to the surface. They have little hope of
    reaching Waterdeep on their own and would appreciate
    an escort. Getting all five band members to the Yawning
    Portal alive completes this quest. Durnan is pleased to
    have the halftings perform for his patrons and rewards
    the characters with a round of drinks. If the heroes
    plan to return to Undermountain, Durnan also pulls a
    few strings to secure a potion of superior healing for
    each of them.


25B. SPIDER THRONE
Throne. This large alcove contains a spider-shaped
throne. A red crystal orb is set into a fixture at the end
of one armrest.
Mirror. Mounted to the east wall is a tall, rectangular
mirror with an ornate stone frame. The mirror is one
of Halaster's gates (see "Gates," page 12).
IfVlonwelv is here, the drow priestess ofLolth is
seated on the throne, flanked by her drow champion,
Zress (see "Zress Orlezziir," page 136) and a yochlol
advisor that has assumed the form of a female drow
wearing a spider silk robe with a cowl. Kneeling before
the priestess are two male drow scouts named Llossul
and Yuinfein, who have recently returned from a recon-
naissance mission on level 11. If Vlonwelv isn't present,
Llossul and Yuinfein are here waiting for her to return.
The throne is a Large object with AC 18, 80 hit points,
and immunity to poison and psychic damage. A detect
magic spell reveals an aura of abjuration magic around
the throne itself and a separate aura of evocation magic
around the throne's red crystal orb.
Any creature other than an elf that sits on the throne
or starts its turn there must make a DC 13 Constitution
saving throw, taking 22 (4dl0) poison damage on a
failed save, or half as much damage on a successful one.
A creature seated on the throne and touching the orb
can use a bonus action to broadcast its voice to every
location in Muiral's Gauntlet. The orb loses its magic if it
is torn free of the throne, or if the throne is destroyed.
Mirror Gate to Level 8. The mirror's frame is com-
posed of an assemblage of hundreds of tiny, interlocking
stone gears. The rules of this gate are as follows:



  • Any creature that inspects the frame and succeeds on
    a DC 15 Wisdom (Perception) check sees that one of


LEVEL 10 I MUlRAL'S GAUNTLET


the gears has popped out slightly. If it is pressed, the
gear locks in place, causing all the gears to turn and
the gate to open for 1 minute. When the gate closes, a
different random gear pops out slightly, causing all the
gears to lock again.


  • Characters must be 10th 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 17c on level 8, in the closest unoccupied space
    next to the identical gate located there.


25c. ENTRANCE
Stairs. Stairs carved out of a stone ramp descend 40
feet to the floor of a vast natural cavern (area 30).
Guards. Standing guard at the top of the stairs, facing
westward, are two male drow mages named Gorthax
Auvryndar (Vlonwelv's nephew) and Syrrak Argonrae.
Positioned behind them, in the middle of the hall, is
a transparent, 15-foot-diameter crystal spider (use
stone golem statistics).
The mages aren't expecting attacks from the east. If
combat erupts in area 25a or 25b, Syrrak investigates
while Gorthax and the crystal spider remain here. A bat-
tle in this hall brings reinforcements from area 30a.
The spider golem understands Elvish but can't speak.
It obeys Gorthax's commands.


  1. SPIDER QpEEN'S TEMPLE
    Years of neglect have left this temple in a terrible state.
    Work has begun to repair the damage.


WEB CURTAIN
A web curtain separates a 50-foot-high arched narthex
to the north from the temple to the south. The curtain
blocks line of sight and catches any ammunition shot
into it. If set on fire, it burns away quickly.

TEMPLE NAVE
IfVlonwelv is here, the drow priestess ofLolth is
standing in the middle of the nave, supervising its recon-
struction. She is accompanied by her bodyguard, Zress
(see "Zress Orlezziir," page 136) and her yochlol advi-
sor, which has assumed the form of a giant spider.
Whether Vlonwelv and her entourage are here or not,
the temple nave contains the following features:
Decor. Six cracked pillars carved with intertwining de-
mons stretch to a 50-foot-high ceiling braced by thick
arches. The cracked walls are carved with damaged
carvings of demons and enormous spiders.
Webwork. A giant spiderweb forms a false ceiling 40
feet above the floor. Throughout the room, in and atop
this sturdy web, climb seven giant spiders. Hanging
from the spiders at various heights are seven male
drow masons on spider silk swings. The spiders and
drow form a work crew.
Statue. An alcove in the middle of the west wall houses
a 20-foot-tall, corroded iron statue of Lolth in her fe-
male drow form, garbed in countless spiders.
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