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6. ThLEPORTATION STATUES                           Petrified Drow. Eight lifelike statues of  drow warriors,
                                                               four males and four females, are positioned around
           Each of these areas is hidden behind a secret door.   the room. (The statues are eight drow turned to stone
           Characters who have a passive Wisdom (Perception)   by Muiral's magic.)
           score of 15 or higher and approach within 20 feet of  ei-
           ther secret door hear a whispering voice from behind it.   If  Muiral (see appendix A) is here, he's lurking in the
           The voice says in Elvish, "This way."              space between the spider sculpture and the ceiling,
             Behind each secret door is a dusty, dead-end hallway   roughly 30 feet above the floor. Upon detecting intrud-
           containing a 10-foot-tall statue of  a drow that radiates an   ers, he casts animate objects on five of  the drow statues
           aura of conjuration magic under the scrutiny of a detect   and commands them to attack while he bides above the
           magic spell. Each statue is a Large object with AC 17, 60   giant spider sculpture. If  the animated drow statues are
           hit points, and immunity to poison and psychic damage.   destroyed, Muiral casts wall of  force to attempt to sepa-
             Any creature other than Muiral that touches the statue   rate one character from the others before crawling down
           in area 6a is instantly teleported to an unoccupied space   to attack his lone prey.
           near the statue in area 6b, and vice versa, along with ev-  Destroying five legs of the spider sculpture causes it
           erything it is wearing or carrying. (Vlonwelv Auvryndar   to break free of the ceiling and crash to the floor. Each
           used a ritual to alter the statues' magic so that Muiral   leg has AC 17; 25 hit points; resistance to acid, cold, and
           can't be teleported.)                              fire damage; immunity to poison and psychic damage;
             The statues depict drow lovers from rival houses.   and immunity to bludgeoning, piercing, and slashing
           Their spirits are bound to the statues and can't commu-  damage from nonmagical weapons that aren't adaman-
           nicate with each other on the Material Plane. Destroy-  tine. Any creature underneath the sculpture when it falls
           ing a statue banishes its spirit to the Abyss, and only by   must make a DC 15 Dexterity saving throw, taking 66
           destroying both statues can these evil spirits finally be   (12dl0) bludgeoning damage on a failed save, or half as
           reunited in their demonic afterlife.               much damage on a successful one.
            While trapped in their statues, the spirits are invisible   Casting a greater restoration spell or  similar magic on
           and can't affect their surroundings in any way. Though   a petrified drow restores it to flesh, provided the statue
           they can't prevent anyone from using the statues to tele-  has not been destroyed. Drow restored in this manner
           port, each spirit asks the characters in Elvish to relay   have two goals: slay Muiral, and report back to their su-
           messages of love to the other. The characters receive   perior, Zress Orlezziir. The males are named Dhuurak,
           no reward for doing so and are under no compulsion to   jaratlab, Quenmourn, and Seldax. The females are Ni-
           heed the statues' wishes.                         zanna, Rezlyrr, Shynlue, and Zilvriss.
                        1
           6A. XYRXIAN S STATUE                               8. THE FATE OF FALKIR'S FIST
           Xyrxian Vandree is depicted as a scowling female drow   A little more than a year ago, four dwarf adventurers
           wearing a gown of  spiders and holding a scourge. Her   calling themselves Falkir's Fist made it this far into
           spirit rages in reaction to the death of her beloved. Her
                                                             Undermountain before Muiral killed them. The room
           dialogue is curt and hateful.
                                                             where they met their fate has these features:
                    1  1
           6B.  DRAN L S  STATUE                             Wreckage. The room was once used for weapon
           The statue of Dran'I Kena  fin depicts a handsome male   practice, as evidenced by the wreckage of  several ar-
           drow in a webbed robe with fists clenched and tears   chery targets.
           streaming down his face. Dran'l's spirit mourns the loss   Mirror. Mounted on the north wall is a tall, oval mirror
           of his beloved. His dialogue is morose and brooding.   with an engraved stone frame. This mirror is one of
                                                               Halaster's magic gates (see "Gates," page 12).
           7.  HALLS  OF SELVETARM                           Dwarf  Remains. The badly rotted corpses of  four
                                                               dwarves lie in a semicircle in front of the mirror.
           The lesser deity Selvetarm serves Lolth. Also known
           as the Spider That Waits, Selvetarm is worshiped and   Most of their armor and weapons are damaged be-
                                                               yond repair.
           feared by drow for his battle prowess and blood lust.
           These rooms are dedicated to him.                   Falkir Gravelfist and his band perished at the foot of
                                                             a mirror gate that would have been their salvation-had
           7A.  COBBLESKULLS                                 they a magic wand to activate it. Characters who search
           The floor of  this 20-foot-high antechamber is sunken   the remains find some treasure (see "Treasure").
           a few inches and covered wall-to-wall with humanoid
           skulls that are yellow and brittle with age. They look like   MIRROR GATE TO LEVEL 1
           cobblestones at first glance. The floor is difficult terrain,   Worked into the mirror's stone frame is an image of a
           as the skulls shift and break apart underfoot.    wizard pointing a wand. This gate's rules are as follows:
                                                             •  The gate opens for 1 minute when the mirror is
           7B.  HALL OF THE SPIDER THAT WAITS
                                                               touched with a magic wand that has at least 1 charge
           Ceiling S culpture. This chamber has a vaulted ceiling   remaining.
            40 feet high. Clinging to the ceiling is a 20-foot-diam-  •  Characters must be 1  lth level or higher to pass
            eter, upside-down stone spider that resembles a giant   through this gate (see "jhesiyra Kestellharp," page
            tarantula.



           LEVEL 10  I MU I RAL'S  CAUNTLET
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