Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1
WEB CABLES
The sections o f the Maze Level controlled by House Freth
are defended by barrie rs of thick webs as strong as iron ca-
bles. These webs a re produced by an iron spider construct
created and controlled by Drivvin Freth. The spider is
stored in area l 2b when it's not be ing used to create webs.
The web cables strung in areas 10 through 17 a re de-
signed to keep minotaurs and other oversized creatures
out of places controlled by House Freth. The crisscrossing
cables have gaps between them that Medium and smaller
creatures can slip through easily. Larger creatures that
can fit through a 2-foot-sq uare hole can also pass th rough
these ga ps, but all others a re unable to do so. The cables
a re slightly s ticky to the touch, but cannot bind or hold
creatures.
Each web cable has AC 19, 40 hit points, resistance to
piercing damage, and immunity to po ison and psychic
damage. A creature can snap a cable as an action with a
successful DC 30 Strength (Athletics) check.

9D. ARCH GATE TO LEVEL 6
A stone arch is embedded into the wall at the northeast
end of this cavern. Carved into the arch's keystone is an
image of a hand pouring ale from a flagon. The arch is
one of Halaster's magic gates (see "Gates," page 12).
The rules of this gate are as follows:


  • If one pint or more of any liquid is poured on the floor
    within 5 feet of the arch, the gate opens for 1 minute.

  • Characters must be 9th level or higher to pass through
    this gate (see "Jhesiyra Kestellharp," page 10). The
    first creature to pass through the gate triggers an el-
    der rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 34a on level 6 , in the closest unoccupied space
    next to the identical gate located there.


10. WEBBED PASSAGE
Fog. The earthen floor of this 10-foot-high tunnel is cov-
ered by a 2-foot-thick layer of fog.
Web Cables. Web cables crisscross the passageway and
its alcoves (see the "Web Cables" sidebar).


  1. CRICKETS AND BATS
    Any bright light in this broad cavern alerts the demons
    on watch in area 17 and the drow guards in areas 18a
    through 18d. The cave contains the following:
    Fog. The floor here is covered by a 2-foot-thick layer of
    fog that obscures mounds of bat guano. (If the fog is
    cleared away, d row, quaggoth, and giant lizard tracks
    can be seen in the guano. The tracks go in all direc-
    tions, but most lead west toward the drow fortress.)
    Bat Alarm. Hundreds of bats cling to the 30 -foot-high
    domed ceiling. The drow use the bats as an alarm of
    sorts, knowing that the creatures become agitated and
    expect to be fed whenever humanoids enter the cave.
    Web Cables. The tunnels leading to areas 12a and 12b
    rise up out of the fog and a re strung with web cables.
    T he drow release crickets into this area to feed the
    bats. Expecting to be fed, the bats start to shriek and
    flap about the cave when the characters arrive, alerting
    the drow guards in areas 12a, 12b, and 18a.


LEVEL 12 I MAZE LEVEL


  1. GUARDED CAVES
    These caves and the tunnels connecting them are
    free of fog.


12A. STANDING GATE TO LEVEL 14
House Freth posts guards here to watch for trouble that
might ascend from level 13. Several tunnels leading to
this 20-foot-high cave are strung with web cables. One
such tunnel slopes down gently to area 11.
Undead. Six minotaur skeletons stand in the middle of
the cave, ready to attack any creature that isn't a drow.
Drow. Four male drow elite warriors hide in the dead-
end tunnels to the south. Any character who has a pas-
sive Wisdom (Perception) score of 20 or higher spots
these guards.
Standing Stones. The northern part of the cave con-
tains two large standing stones, each of which has an
inanimate minotaur skeleton embedded in it.
If a battle erupts here, the drow in area 12b use sig-
nal horns to sound the alarm before joining the fight.
They are quickly joined by reinforcements from areas
12c and 12d.
These drow are well trained, and their loyalty to
House Freth is beyond question. Their leader, Tanimar
Freth, is the second of Erelal's three sons. He lost his
right eye in a sword fight against a House Auvryndar
rival; his empty eye socket and scar are plain for all to
see. One consequence of his injury is that Tanimar has
been relegated to guard duty. He fights alongside his
younger brother, Xaphtal Freth. The other two drow are
named Hexab Do'ett and Moltar Barrek'zorn.
If the battle turns against them, the d row use dark-
ness spells to cover their retreat to the fortress (area 18).
They know the tunnels well enough to navigate them
blindly. Xaphtal seizes any opportunity to dispose of his
older brother, provided the risk to himself is minimal.
The other drow are not surprised by Xaphtal's treach-
ery- Tanimar least of all.
S tanding Gate. The standing stones form one of
Halaster's magic gates (see "Gates," page 12). Its
rules are as follows:


  • Any creature that touches one of the standing stones
    is targeted by a maze spell (save DC 22).

  • To open the gate, a creature must be trapped in the
    maze created by the spell, then escape. When the
    creature returns to the space it left, the gate opens
    for 1 minute.

  • Characters must be 13th 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 2d on level 14, in the closest unoccupied space
    next to the identical gate located there.
    Treasure. Fastened to Tanimar's cloak is an obsidian
    scarab engraved with the insignia of House Freth (25
    gp). He also carries a spider silk pouch that contains
    two peridots (500 gp each).

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