Page 164 - Waterdeep - Dungeon of the Mad Mage_Neat
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Altar. Behind the 0ffal pile stands a crude altar made of   •  The gate opens for 1 minute if a creature marked with
               minotaur fur stretched over a frame of sinew-lashed   a bloody X stands within 5 feet of it.
               minotaur bones. Two poles thrust out of the altar,   •  Characters must be 15th level or higher to pass
               each with a minotaur skull atop it.               through this gate (see "Jhesiyra Kestellharp," page
             Secret Door. The secret door in the west wall is     10). The first creature to pass through the gate trig-
               an 8-foot-square section of stone that pivots on a   gers an elder rune (see "Elder Runes," page 12).
               central axis.                                    •  A creature that passes through the gate appears in
                                                                 area Sb on level 19, in the closest unoccupied space
               The minotaurs are led by Maku, who has 117 hit
                                                                 next to the identical gate located there.
             points, wears a shawl made of drow entrails, and
             clutches a brass horn (see "Treasure" below). The mino-  Treasure. Characters who find the treasure in the
             taur shaman treats all intruders as enemies to be carved   north alcove discover a set of weaver's tools, fourteen
             up and added to his pile of dismembered bodies. His   shortswords and six hand crossbows of drow manufac-
             first action in combat is to blow his brass horn while the   ture, a sack of mushroom flour, a spider silk satchel con-
             other minotaurs try to hack intruders to pieces.   taining 8 days of rations (dry moss and mushrooms), a
               Baphomet does not answer prayers, nor does the   silver holy symbol of Lolth (25 gp), and a glove of missile
             demon lord have any interest in Maku's tribe. As such,   snaring (the matching glove can be found in area 8a). All
             the minotaur shaman's ritual has no chance of working.   these items are strewn atop 200 gp and 1,700 sp.
             But the sacrifices performed in this area have saturated
             the cave with evil power, such that any humanoid that   9. FOGGY CAVES
             makes a weapon attack in this area must succeed on a   The fog is thicker in these caverns, rising above the floor
             DC 18 Wisdom saving throw or be cursed with blood   to a height of 4 feet.
             lust. While cursed in this way, the creature is hostile
             toward all other creatures it can see and must use its ac-  9A. AMBUSH POINT
             tion each turn to attack the creature closest to it. (If mul-  The fog in this otherwise empty 10-foot-high cave con-
             tiple targets are equally close, the target is determined   ceals a group of sentries from Spiderwatch Keep. Two
             randomly.) Greater restoration, remove curse, or similar   drow elite warriors, a female named Llorelve Dalambra
             magic ends the blood lust on a creature. A creature that   and a male named Vorljas Imphiz'zal, are on guard here
             succeeds on its saving throw against this effect is im-  with two incubi disguised as a pair of unarmed, scantily
             mune to it for the next 24 hours.                  clad, supremely handsome male drow named Ezvir and
               The altar is made out of two minotaurs that were   Zaldo. All four are crouched down in the fog.
             killed and devoured in a cannibalistic ritual. Any crea-  Llorelve and Vorljas spring up at the first sounds of
             ture that touches the altar experiences a ghastly vision   creatures approaching this area, and they attack anyone
             of being torn apart and eaten by minotaurs.        they don't recognize. Any humanoids they don't know
               Treasure. Maku carries a horn of the Endless Maze.   are assumed to be allied with House Auvryndar.
             This wondrous item functions as a brass horn of Val-  When either incubus is reduced to 30 hit points or
             halla, except that the warrior spirits it summons come   fewer, it uses its next action to become ethereal and
             from the Abyss and look like minotaurs.            doesn't rejoin the battle. It might reappear later to exact
               A single character can search through the pile of   its revenge on those who harmed it, in a place and form
             body parts in 1 hour, while multiple characters working   of your choosing.
             together can reduce the search time proportionally. A
             detect magic spell can further expedite a specific search   9B.  SHAPES IN THE Foo
             for magic items. The search yields a spider silk pouch   As the characters move through this 10-foot-high cave,
             containing 50 gp, two obsidian scarabs engraved with   the fog here rises and coalesces into threatening, mino-
             the insignia of House Freth (25 gp each), a jeweled an-  taur-like forms wielding greataxes. These fog minotaurs
             klet (750 gp), and one of a pair of gloves of missile snar-  are regional effects created by Halaster Blackcloak (see
             ing worn on the severed limb of its previous drow owner.   "Halaster's Lair," page 311). Each apparition takes a
             (The matching glove can be found in area 8b.)      harmless swing at any creatures that pass through the
                                                                area before sinking back into the fog.
             8B.  BEHIND THE SECRET DOOR
             Fog. A 2-foot-high blanket of fog covers the floor. Hidden   9c. UNPLEASANT DESCENT
                                                                This 10-foot-high passage slopes down gently as it runs
               under the fog in the northern alcove is a treasure pile
               (see "Treasure" below).                          northward. At its final bend, the fog fills the entire pas-
                                                                sage, the last 20 feet of which are heavily obscured.
             Standing Stones. At the south end of the cave are two
                                                                 At the end of the tunnel, hidden beneath a breakaway
               15-foot-tall standing stones hewn from black basalt.
                                                                floor, is a 30-foot-deep pit with stone spikes at the bot-
               Carved into the lintel stone spanning them is a large
                                                                tom. A creature that steps on the breakaway floor falls
               blood-red X.
                                                                into the pit, taking 10 (3d6) bludgeoning damage from
               Standing Gate to Level 19. The standing stones form   the fall and 10 (3d6) piercing damage from the spikes.
             one of Ha laster's magic gates (see "Gates," page 12).   The pit remains open once the breakaway floor falls
             When a creature comes within 5 feet of the gate, rivulets   away. A character can spot the breakaway floor with a
             of blood begin to seep from the standing stones. The   successful DC 13 Wisdom (Perception) check, but only
             rules of this gate are as follows:                 if the fog has been cleared away.

                                                                                            LEVEL 12 I MAZ£ LEVEL
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