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10). The first creature to pass through the gate trig- also open the doors. The doors remain open until some-
gers an elder rune (see "Elder Runes," page 12). one or something closes them.
• A creature that passes through the gate appears in
area 26d on level l , in the closest unoccupied space 9B. THE MASKED LORD
next to the identical gate located there. Characters who bring light sources into this room no-
tice that the shadows created by their light seem to take
TREASURE on lives of their own-an eerie but harmless magical ef-
The dwarf that was once Falkir Gravelfist wears a steel fect. Standing atop a 2-foot-high stone block in front of a
helm shaped like the head of a boar. A detect magic spell locked double door is a 6-foot-tall statue of a male drow
reveals a faint aura of transmutation magic around the with a cruel smile who is holding a shortsword hidden
helm, which is cursed. Once the helm is donned, it can't behind his back. The statue wears a mask over its eyes.
be removed until its wearer dies or until a remove curse The statue represents Vhaeraun, drow god of thieves.
spell or similar magic is cast on the helm. Any human- A character who succeeds on a DC 15 Intelligence
oid wearing the helm gains the following flaw until the (Religion) check recalls that Vhaeraun is worshiped pri-
helm is removed: 'Tm exceedingly stubborn and think marily by male drow. The statue can't be transformed,
I'm right all the time." (This flaw supersedes any con- damaged, or knocked off its base.
flicting flaw.) When a creature moves within reach of the statue,
Before he died, Falkir swallowed a gemstone called the statue animates and attacks the creature with its
the Eye of the Spider. If the characters pierce the skin shortsword, striking unerringly and dealing 3 (ld6)
clinging to his bones and root through his chest cav- damage. After wounding a creature with its sword,
ity, they find the stone in what was once his stomach. the statue reverts to its inanimate state until trig-
Returning this gem toJoroth Brighthelm in Waterdeep gered again.
completes a quest (see "Eye of the Spider," page 8), Locked Double Door. The doors south of the statue
or the characters can selJ it for 1,000 gp. are smeared with blood and refuse to budge. No amount
of force can pry them open. They are also immune to
9. GOD -WATCHED GATES --- damage from any source. A knock spell or similar magic
opens the doors, as does smearing blood on one or both
These rooms house shrines dedicated to gods of the of them. The doors remain open until someone or some-
drow pantheon. The 20-foot-high vaulted ceilings are
obscured by thick webs. thing closes them.
9c. THE DARK MAIDEN
9A. THE ELDER EYE
A 20-foot-diameter hemisphere of magical darkness A magical moonbeam shines from the ceiling on a
blots out much of this room and conceals a locked dou- 6-foot-tall statue of a scantily clad female drow with
ble door to the south. Neither light nor darkvision can flowing hair, frozen in a pirouette with her arms out-
pierce the inky darkness. A successful dispel magic stretched and her hands curled, as though they were
meant to be holding something. The statue stands atop a
spell (DC 18) ends the darkness for 1 minute and re- 2-foot-tall block of stone that serves as a base.
veals a 12-foot-tall statue at the center of it.
The statue magically and silently reshapes itself every The moonbeam is like that created by a moonbeam
minute, taking on one hideous form after another. When spell and engulfs the 10-foot square containing the
first seen, the statue looks like a pillar of ooze with statue. A successful dispel magic spell (DC 16) negates
eyeless faces and twisted pseudopods protruding from the moonbeam for 24 hours.
The statue depicts Eilistraee, drow god of beauty,
it. Other forms include an eyeless giant with wings and song, and the hunt. Abhorred in drow society, the Dark
pincers, and a lurching wave of slime covered with fang-
filled mouths. Any creature that beholds the statue in Maiden was not without followers in Undermountain.
any of its forms must succeed on a DC 14 Wisdom sav- The statue can't be transformed, damaged, or knocked
ing throw or gain a random form of short-term madness off its base.
(determined by rolling on the Short-Term Madness table A character who succeeds on a DC 15 Intelligence
in chapter 8 of the Dungeon Master 's Guide). Whether (Religion) check recalls that Eilistraee favors the use
a creature succeeds or fails on the saving throw, it can't of a sword. If such a weapon is placed in its hands, the
be affected by the statue again. statue's grip tightens around the hilt. (The statue does
A character who sees the statue can, with a successful not accept illusory or spiritual weapons.) The statue
DC 15 Intelligence (Religion) check, ascertain that it then dances atop its base for 1 minute before leveling
the sword at the Jocked set of doors to the south, caus-
represents Ghaunadaur, god of oozes, slimes, and all
things subterranean. ing them to open. As the doors swing open, the statue
Locked Double Door. The doors south of the statue returns to its original pose and loosens its grip on the
refuse to budge, and no amount of force can pry them sword, causing the weapon to fall from its grasp.
Locked Double Door. The doors south of the statue
open. They're also immune to damage from any source. refuse to budge, and no amount of force can pry them
A knock spell or similar magic opens the double door.
The doors also swing open if a creature suffering from open. They are also immune to damage from any
any form of short-term, long-term, or indefinite madness source. A knock spell or similar magic opens the double
touches them. A creature under the effect of a confusion door. The doors also swing open if the statue of Eilis-
spell, a crown of madness spell, or a similar effect can traee points a sword at them.
LEVEL 10 J MUIRAL'S GAUNTLET

