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then releases its host and shifts into the Ethereal Plane. keeps her treasure (area 27b) and lead them through
An oath of service binds the ghost to the temple for as back tunnels (area 24b) to get there. Once Xarann's mis-
long as it stands. The ghost is unaligned and fights only sions are complete, he tries to eliminate the characters,
in self-defense. If reduced to 0 hit points, the ghost is choosing a moment when they appear weakest to betray
destroyed for 24 hours, then re-forms. them. Sornnozz (see area 13) and Tazirahc are loyal to
Xarann and follow his lead.
17C. TEMPLE OF SELVETARM Xarann is a drow assassin, with these changes:
The temple of Selvetarm, drow god of warriors, contains • Xarann is neutral evil.
the following features:
He has these racial traits: He speaks Elvish and
Blood. Streaks of dry blood form web-like patterns on Undercommon. He has advantage on saving throws
the walls and floor. against being charmed, and magic can't put him to
Altar. A wrought iron altar has a bloody indentation of sleep. He has darkvision out to a range of 120 feet. He
a right hand atop it. A nonmagical shortsword floats a can innately cast dancing lights at-will, and darkness,
foot above, its bloodstained blade pointed downward. faerie fire, and levitate (self only) each once per day.
Secret Door. A secret door hidden in the south wall His spellcasting ability is Charisma (spell save DC
requires a blood sacrifice to open (see below). 11). While in sunlight, he has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that
The altar refuses to budge. A detect magic spell re-
rely on sight.
veals an aura of transmutation magic around and above
it. Any object weighing 10 pounds or less that is left Treasure. Xarann wears a piwafwi, a drow-made
unattended atop the altar rises until it is levitating 1 foot cloak of elvenkind. It loses its magic if exposed to sun-
above the surface. This levitation field can't be dispelled light for 1 hour without interruption. Pinned to this
but is suppressed in an antimagic field. cloak is an obsidian scarab engraved with the insignia of
If a humanoid presses its cut hand (even a superficial House Auvryndar. Xarann has a similar scarab, this one
wound will do) into the altar's hand-shaped indentation, engraved with the symbol of House Freth, tucked in his
the secret door in the south wall swings open. A knock belt. Each scarab is worth 25 gp.
spell or similar magic also opens the door.
17E. TEMPLE OF EILISTRAEE
17D. TEMPLE OF VHAERAUN This temple of Eilistraee, god of beauty, dance, and the
This temple ofVhaeraun, drow god of thieves and assas- hunt, features the following:
sins, contains the following features:
Music. A hymn magically plays throughout the temple.
Assassin's Altar. An altar of blood-red stone stands Secret Door. A secret door in the south wall opens only
near the south wall. Xarann A'Daragon, a male drow when the name of the hymn is spoken aloud.
assassin, prays silently before it. Altar. A beautifully carved stone altar supports a harp-
Curtains. Three black curtains hang from iron hooks shaped sculpture. Worked into the harp's design is a
along the west, south, and east walls. female elf carved to look like she is leaping into the
Secret Door. A secret door hidden in the wall behind air, carefree, with her head and arms thrown back.
the south curtain opens only when certain conditions
Examination of the altar reveals Elvish runes worked
are met (see below).
into the harp. Any character who understands Elvish
A character who examines a curtain and succeeds can translate the words as "The hymn is the key."
on a DC 19 Wisdom (Perception) check notices the A character who succeeds on a DC 20 Intelligence
slightly darker silhouette of a drow sewn into it. If the (Religion) check recognizes the hymn as "Bwaelan Dro,"
characters find the silhouette in one curtain, they gain or "It's Good to Be Alive," an elven song of celebration.
advantage on checks made to spot the silhouette hidden Elves and half-elves have advantage on this check. If the
in each of the other two curtains. Each silhouette makes hymn's name is spoken aloud anywhere in the temple,
a sign with one of its hands; drow characters recognize in either Common or Elvish, the secret door in the south
these hand-signs that, collectively, spell out the Elvish wall swings open. A knock spell or similar magic also
phrase oloth elgg ssussun, which translates to "darkness opens the secret door.
slays light." If a creature makes these hand-signs in the
proper order anywhere in the room, the secret door in 18. FIRST B LOOD
the south wall swings open. A knock spell or similar
If the characters have forged an alliance with Xarann
magic also opens the door. A'Daragon (see area 17d), he goes on ahead of them and
Xarann A'Daragon. Xarann, a spy for House Freth, is distracts the drow in area 18b, allowing the characters
posing as a House Auvryndar assassin. He came here to to gain surprise.
pray to Vhaeraun before setting out on two missions: the
rescue ofTazirahc Oussar (see area 19) and the assassi- 18A. VOICES
nation of Vlonwelv Auvryndar. Characters who enter this hall hear sounds of yelling
Xarann is initially friendly toward the characters. In and cheering from area 18b to the east. If Vlonwelv is
exchange for their help killing the guards in area 18b still alive, the characters also hear her disembodied
and rescuing Tazirahc in area 19, Xarann will show voice as they make their way down this hallway for the
them the way to level 11. If they agree to help kill Vlon- first time (see "Vlonwelv's Pulpit," page 138).
welv, Xarann will show them where the drow priestess
LEVEL 10 I .MUlRAL"S GAUN'TLET

