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llF. ARCANE LOCKED DOORS 13. VESTIBULE
Muiral has cast an arcane lock spell on these doors, be- Webs. A 10-foot-thick mass of sticky webs conceals the
yond which a stone staircase descends to area 30b. The 30-foot-high ceiling. Three phase spiders lurk in the
characters can force open the doors with a successful lightly obscured area amid the webs.
DC 25 Strength (Athletics) check, but doing so alerts
Guards. Four male drow stand guard in the room, two
the drow in area 30b.
flanking each double door.
llG. SOUTHEAST PALACE QUARTERS The drow are named Hlonlok, Izzorvir, Nephraen, and
This room resembles area 1 lc, except that the fireplace Sornnozz. They have orders to kill intruders on sight,
chimney is intact. The chimney has abundant handholds and the phase spiders follow their lead.
and can be climbed easily. After 90 feet, it opens into a Sornnozz has betrayed his kin by choosing to serve
damp, soot-stained natural cave roughly 30 feet wide Xarann A'Daragon, a House Freth spy who has infil-
by 60 feet long. Buried under the soot in a corner of the trated Muiral's Gauntlet. When combat erupts, Sorn-
cave is a swollen wooden chest. nozz switches sides and helps the characters kill the
Treasure. The chest is unlocked, but its lid is stuck phase spiders and the other guards. He then offers to
and must be pried open with a crowbar or similar tool. A lead the characters to Xarann in area 17d. If pressed
character can also smash the chest's soft lid with a suc- for details, Sornnozz claims that Xarann is looking for
cessful DC 9 Strength check. The chest contains 120 ways to weaken House Auvryndar's hold over Muiral's
pp, a set of thieves' tools wrapped in lizard hide, and a Gauntlet, and he thinks a band of adventurers might be
stoppered gourd containing oil of slipperiness. the answer to Xarann's prayers.
llH. NORTHEAST PALACE QUARTERS 14. GUEST APARTMENT
This room is like area Uc but contains no treasure.
Vlonwelv maintains these quarters for guests.
12. BALLROOM
14A. DINING ROOM
Pillars and Ceiling. Ten pillars carved with friezes of IfVlonwelv is still alive, the characters hear her disem-
drow warriors support the SO-foot-high arched ceiling, bodied voice when they enter this chamber for the first
which is engraved with web-like patterns. Two pillars time (see "Vlonwelv's Pulpit," page 138).
have toppled at the far end of the hall. Chandelier. The room has a 30-foot-high fiat ceiling,
Monsters. Two of Muiral's arcane experiments (see be- hanging from which is a wrought iron chandelier
low) huddle next to the rubble of the toppled pillars. shaped vaguely like a giant spider and anchored to the
Floor. Dusty black marble tiles cover the floor, many of ceiling by a chain.
them cracked and broken.
Furnishings. Beneath the chandelier lies an elongated,
Muiral injected two drow prisoners with magic elixirs oval dining table with a slate top and spider-like iron
that forever transformed them into hideously deformed legs. Eight cushioned iron chairs surround it. An or-
giants with bulging muscles, charcoal-black skin, and nate wooden cabinet stands against the north wall.
long, dirty-white hair. Mhavra and Naldath stand 24 Fresco. A large fresco of an elven city covers the
feet tall, their limbs ill proportioned and their backs south wall.
hunched. Their eyes gleam, hateful and red. Before the drow were driven underground and into
The giants' darkvision allows them to see almost the Lolth's evil embrace, they lived in cities on the surface
entire length of the hall, and they hurl rocks (chunks alongside their elf kin. The fresco on the south wall de-
of toppled pillars) at any intruders they can see. If the
picts one of these ancient cities.
rocks don't get the job done, the giants smash foes Treasure. The cabinet contains a 10-pound box of sil-
with wrought iron chandeliers that they wield like ver flatware (250 gp) and a silver snuffbox (25 gp).
morn i ngsta rs.
The mutated drow use the cloud giant statistics, with 14B. SITTING ROOM
these changes:
Fireplace. A massive fireplace dominates the east wall.
• They are neutral evil. (The fireplace's 5-foot-wide chimney climbs vertically
• They have the following racial traits: They speak El- for 50 feet, then ends abruptly. The rest of it caved in
vish and Undercommon. They have darkvision out to long ago.)
a range of 120 feet. They have advantage on saving Furnishings. Six stuffed chairs and a chaise tongue are
throws against being charmed, and magic can't put arranged near the fireplace.
them to sleep. While in sunlight, they have disadvan-
tage on attack rolls, as well as on Wisdom (Percep- 14c. STUDY
tion) checks that rely on sight. Furnishings. An elegant zurkhwood desk stands in the
Replace the cloud giant's spells with the following: middle of the room, a thin matching chair positioned
dancing lights at will, and darkness and faerie fire behind it.
(save DC 15) each once per day. Bookshelves. Carved into the west, south, and east
walls are rows of bookshelves. Five books rest on one
of the southern shelves; all the other shelves are bare.
LEVEL lO I MUTRAL'S GAUNTLET

