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The drow priestess is never encountered without her   WANDERING M ONSTERS
           adopted drow daughter, Zress Orlezziir, and a yochlol
           advisor disguised as a female drow named Chalizana.   If Muiral survives his first encounter with the adventur-
           To determine where the characters first meet Vlon-  ers, he begins patrolling areas 1 through 5 and areas
           welv and her retinue, roll a d20 and consult the fol-  7 through 12, looking for signs of other intrusion. The
           lowing table:                                      characters might also encounter small packs of skele-
                                                              tons, zombies , and ghouls that Muiral has created by
             d20   Vlonwelv's location
                                                              casting animate dead and create undead spells on drow
             1- 5   Area 25b                                  corpses. These undead shouldn't pose much of a threat
             6-15   Area 26                                   to high-level adventurers, but they help reinforce the
            16-20  Area 27a                                   danger that Muiral represents.
                                                               Adventurers exploring areas 13 through 30 are likely
             Treasure. Vlonwelv wears two webbed platinum brac-  to encounter one or more drow patrols, each consisting
           ers (250 gp each) and a spider-shaped obsidian pendant   of ld4 + 2 drow elite warriors wearing the insignia of
           magically animated so that its legs twitch (50 gp). This   House Auvryndar. The leader of such a patrol is always
           amulet doubles as a holy symbol of Lolth.          a female drow who reports directly to Zress Orlezziir.
                                                              Most drow patrols are spoiling for a fight; if a battle
           ZRESS 0RLEZZIIR                                    turns against them, however, they withdraw to a more
           A deadly warrior from a destroyed drow house, Zress   defensible location.
           was adopted by Vlonwelv Auvryndar and is ready to die
           in the service of her savior. Vlonwelv has come to trust   EXPLORING THIS LEVEL
           Zress more than she does her own children, keeping   All location descriptions for this level are keyed to map
           her adopted daughter close by. When determining Vlon-
                                                              10. Adventurers most likely enter Muiral's Gauntlet by
           welv's starting location, assume Zress accompanies her.
                                                             using the stairs from level 9 (near area 1) or by descend-
            If you have Mordenkainen's Tome of Foes, use the
                                                             ing a shaft into area 3b.
           drow house captain stat block in that book to represent
                                                               Muiral's Gauntlet has architectural features com-
           Zress. Otherwise, Zress is a drow champion (see ap-  monly found in drow fortresses. Its 20-foot-wide,
           pendix A), with these changes:
                                                             30-foot-high corridors have arched ceilings bridged at
           •  Zress is neutral evil.                         regular intervals by web-like latticework arches serving
           •  She has these racial traits: She speaks Elvish and   as buttresses and rafters. Many of these "web arches"
            Undercommon. She has advantage on saving throws   are cracked and broken. Shattered pieces of these
            against being charmed, and magic can't put her to   arches lie scattered across the floor, as well as the re-
            sleep. She has darkvision out to a range of 120 feet.   mains of broken stone braziers carved in the shape of
            She can innately cast dancing lights at-will, and dark-  spiders. The bones of interlopers slain by Muiral also
            ness, faerie fire, and levitate (self only) each once per   litter the dungeon.
            day. Her spellcasting ability is Charisma (spell save   The 15-foot-tall double doors found throughout
            DC 13). While in sunlight, she has disadvantage on   this level are carved with web patterns, their features
            attack rolls, as well as on Wisdom (Perception) checks   chipped and worn.
            that rely on sight.
                                                             1.  SHATTERED MIRRORS
            Treasure. Zress wears mithral armor (plate). Affixed
           to her spider silk cloak is an obsidian scarab engraved   This corridor lies at the bottom of the staircase from
           with the insignia of House Auvryndar (25 gp).     level 9. Its features are as follows:
                                                             Broken Mirrors. The shards of a dozen shattered mir-
           GORZIL'S  GANG
                                                               rors cover the floor. (Murial destroyed the mirrors in a
          Vlonwelv has twenty troglodytes in her service. One of
           them is a fat, loathsome specimen named Gorzil. A fol-  fit of rage.)
           lower of the reptile god Laogzed, Gorzil secretly hopes   Empty Frames. Tall, rectangular frames of sculpted
                                                               stone line the walls. They appear to have once held
          to depose Vlonwelv, seize control of Muiral's Gauntlet,
                                                               mirrors but now stand empty. (The wall behind one
          and turn it into a troglodyte warren. His dreams, how-
                                                               such frame conceals a secret door that swings open
          ever, far exceed his grasp.
                                                               into area 2.)
            The drow have trained Gorzil's gang to wear armor
          and fight with swords. All the members are troglodytes,   Characters who pass through this hall might catch
          with these changes:                                fleeting glimpses of Halaster reflected in the mirror
                                                             shards instead of their own reflections- one of the
          •  Each troglodyte wears a breastplate (AC 14) and
                                                             Mad Mage's harmless regional effects (see "Halaster's
            wields a longsword, which it uses instead of its claws.
                                                             Lair," page 311).
          •  As an action on its turn, a troglodyte can make two
            attacks with its longsword instead of attacking with its   2. SECRET HALLWAY
            bite and claws. It wields the longsword with two hands
            and deals 7 (ldlO + 2) slashing damage on a hit.   Empty Frames. Empty mirror frames cover the walls,
          •  The troglodytes understand Undercommon but        the floor around them littered with shards of reflective
            can't speak it.                                    glass (just as in area 1).

          LEVEL 10 I MUIRAL'S GAUNTLET
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