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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.
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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:
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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

