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A detect magic spell reveals an aura of transmutation SPIRRETH DALAMBRA
magic around each stalagmite. The runes' magic poses Spirreth found himself forced to assume command of
no danger to adventurers, but it causes weird, perma- House Freth's dwindling forces on this level after his su-
nent transformations in any troll that lingers in this perior, Beranica Freth, was killed by demons. Spirreth's
area. (For example, a troll might sprout an extra head or job was to protect and serve Beranica. Now he faces the
tentacles, or gain some kind of magical ability or aura.) unwelcome task of reporting her death to her older sis-
Casting dispel magic on a rune causes it to vanish-and ter, Erelal Freth, on level 12.
makes the stalagmite below it explode. Each creature If the characters help Spirreth overcome the forces of
within 20 feet of an exploding stalagmite must make a House Auvryndar, or if they corner and capture him, he
DC 15 Dexterity saving throw, taking 22 (4d10) blud- slyly offers to facilitate an audience with Erelal Freth,
geoning damage on a failed save, or half as much dam- commander of the House Freth fortress on level 12.
age on a successful one. Spirreth declares that Erelal will want to reward them
If the characters linger here, a magical gate might for their heroism or trade for his safe release. But the
open just long enough to expel ld4 + 2 trolls and an drow mage's offer is merely a desperate ploy to please
equal number of chickens. The trolls immediately chase his superiors, which characters can ascertain with a
the chickens-or any other visible food source. successful Wisdom (Insight) check contested by his
Charisma (Deception) check. Spirreth is actually hoping
12. DROW BATTLE to deliver the characters to Erelal Freth, then pass them
Characters who approach this 50-foot-high cavern for off as Beranica's murderers.
the first time hear the sounds of battle ahead. Treasure. Spirreth's spellbook contains all the spells
he has prepared, plus crown of madness, fear, Melf's
Demons. In the narrower section between the north
acid arrow, and sending. Fastened to his cloak is an
and south halves of the cavern, two chasmes fight a
obsidian scarab engraved with the insignia of House
hezrou. All three demons are glowing.
Freth (25 gp). In a special pouch on his belt, he carries a
Drow. Two opposing groups of drow are peppering one potion of supreme healing in a clear crystal vial (5 gp).
another with spells and crossbow bolts, ignoring the
demons. Ten drow spread out north of the demons. SHINDREER ARGONRAE
Sixteen drow stand south of the demons. Shindreer is a powerful member of her small drow
Corpses. The bodies of fifty drow and twenty troglo- house, and she has pledged its strength to the larger
dytes litter the battlefield amid pools of demon ichor. cause of House Auvryndar. She also considers Vlonwelv
Their gear is unsalvageable. Auvryndar her mortal enemy, however, and has plans
The cavern is the site of a heated battle between to depose her-thus reversing the relationship of fealty
House Freth (to the north) and House Auvryndar (to the between Houses Auvryndar and Argonrae.
south). House Freth's forces are nine male drow led by a Fully aware of her rival's ambitions, Vlonwelv ordered
male drow mage named Spirreth Dalambra. The forces Shindreer to the front lines in the mounting conflict
of House Auvryndar are fifteen drow (twelve females against House Freth. Vlonwelv was counting on House
and three males) led by a female drow priestess of Freth to take care of Shindreer for her, but Shindreer
Lolth named Shindreer Argonrae. has proven harder to kill than Vlonwelv anticipated.
The chasm es are agents of House Freth, while the If the characters killed Vlonwelv on level 10 and they
hezrou is a servant of House Auvryndar. All three de- share this information with Shindreer, she becomes
mons are outlined with faerie fire spells cast on them by enraged that they deprived her of that pleasure and at-
drow of the opposing side. tacks them.
Characters who side with one drow house become the Treasure. Shindreer wears spider silk gloves with
focus of the opposing house's wrath. If the characters bloodstones sewn into them (750 gp for the pair) and a
side with the house that wins, the leader of the victori- silver holy symbol of Lolth (25 gp). Worked into the han-
ous drow parleys with them to find out what they expect dle of her scourge is an obsidian scarab engraved with
in return (see below). If the characters end up on the the insignia of House Argonrae (25 gp).
losing side, the drow show them no mercy.
If the characters stay out of the fight, the forces on 13. FRETH REFUGE
both sides dwindle slowly until the hezrou finally defeats Thick web curtains are strung between the stalactites
the chasmes. The drow mage, Spirreth, escapes using and stalagmites that fill this 30-foot-high cavern. Unless
greater invisibility, leaving his forces to die fighting the they are cut down or burned away, the webs create a ver-
hezrou. He has expended all his spell slots and must itable maze, reducing visibility in the cavern to 10 feet.
drink a potion (see "Treasure" below) to restore his They also catch bats, lizards, and stirges, many of which
lost hit points. If he escapes, Spirreth tries to hide and are still alive and squawking.
rest in area 13. The hezrou has 72 hit points remaining At the north end of the cavern, hidden behind a stalag-
at the end of the fight, and Shindreer has cast none mite, is a cache of supplies left here by drow scouts of
of her spells. She uses her healing magic to return House Freth. The supplies include a cask of mushroom
the demon to full health as quickly as possible. House wine, 20 days of rations (dry meat and moss) in a satchel
Auvryndar's surviving fighting force consists of six fe- made of lizard skin, and a sealed gourd containing 20
male drow, which are healed by Shindreer's mass cure applications of drow poison (see "Poisons" in chapter 8
wounds spell. of the Dungeon Master's Guide).
LEVEL ll I TROGLODYTE WARRENS
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