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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
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