Page 144 - Waterdeep - Dungeon of the Mad Mage_Neat
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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
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