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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
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