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WEB CABLES 12. GUARDED CAVES
The sections of the Maze Level controlled by House Freth
are defended by barriers of thick webs as strong as iron ca- These caves and the tunnels connecting them are
bles. These webs are produced by an iron spider construct free of fog.
created and controlled by Drivvin Freth. The spider is
12A. STANDING GATE TO LEVEL 14
stored in area l 2b when it's not being used to create webs.
The web cables strung in areas 10 through 17 are de- House Freth posts guards here to watch for trouble that
signed to keep minotaurs and other oversized creatures might ascend from level 13. Several tunnels leading to
out of places controlled by House Freth. The crisscrossing this 20-foot-high cave are strung with web cables. One
cables have gaps between them that Medium and smaller such tunnel slopes down gently to area 11.
creatures can slip through easily. Larger creatures that
Undead. Six minotaur skeletons stand in the middle of
can fit through a 2-foot-square hole can also pass through
these gaps, but all others are unable to do so. The cables the cave, ready to attack any creature that isn't a drow.
are slightly sticky to the touch, but cannot bind or hold Drow. Four male drow elite warriors hide in the dead-
creatures. end tunnels to the south. Any character who has a pas-
Each web cable has AC 19, 40 hit points, resistance to sive Wisdom (Perception) score of 20 or higher spots
piercing damage, and immunity to poison and psychic these guards.
damage. A creature can snap a cable as an action with a Standing Stones. The northern part of the cave con-
successful DC 30 Strength (Athletics) check.
tains two large standing stones, each of which has an
inanimate minotaur skeleton embedded in it.
9D. ARCH GATE TO LEVEL 6
If a battle erupts here, the drow in area 12b use sig-
A stone arch is embedded into the wall at the northeast nal horns to sound the alarm before joining the fight.
end of this cavern. Carved into the arch's keystone is an They are quickly joined by reinforcements from areas
image of a hand pouring ale from a flagon. The arch is 12c and 12d.
one of Halaster's magic gates (see "Gates," page 12).
These drow are well trained, and their loyalty to
The rules of this gate are as follows:
House Freth is beyond question. Their leader, Tanimar
• If one pint or more of any liquid is poured on the floor Freth, is the second of Erelal's three sons. He lost his
within 5 feet of the arch, the gate opens for 1 minute. right eye in a sword fight against a House Auvryndar
• Characters must be 9th level or higher to pass through rival; his empty eye socket and scar are plain for all to
this gate (see "Jhesiyra Kestellharp," page 10). The see. One consequence of his injury is that Tanimar has
first creature to pass through the gate triggers an el- been relegated to guard duty. He fights alongside his
der rune (see "Elder Runes," page 12). younger brother, Xaphtal Freth. The other two drow are
• A creature that passes through the gate appears in named Hexab Do'ett and Moltar Barrek'zorn.
area 34a on level 6, in the closest unoccupied space If the battle turns against them, the drow use dark-
next to the identical gate located there. ness spells to cover their retreat to the fortress (area 18).
They know the tunnels well enough to navigate them
10. WEBBED PASSAGE blindly. Xaphtal seizes any opportunity to dispose of his
older brother, provided the risk to himself is minimal.
Fog. The earthen floor of this 10-foot-high tunnel is cov-
ered by a 2-foot-thick layer of fog. The other drow are not surprised by Xaphtal's treach-
ery- Tanimar least of all.
Web Cables. Web cables crisscross the passageway and
Standing Gate. The standing stones form one of
its alcoves (see the "Web Cables" sidebar).
Halaster's magic gates (see "Gates," page 12). Its
rules are as follows:
11. CRICKETS AND BATS
• Any creature that touches one of the standing stones
Any bright light in this broad cavern alerts the demons
on watch in area 17 and the drow guards in areas 18a is targeted by a maze spell (save DC 22).
through 18d. The cave contains the following: • To open the gate, a creature must be trapped in the
maze created by the spell, then escape. When the
Fog. The floor here is covered by a 2-foot-thick layer of creature returns to the space it left, the gate opens
fog that obscures mounds of bat guano. (If the fog is for 1 minute.
cleared away, drow, quaggoth, and giant lizard tracks • Characters must be 13th level or higher to pass
can be seen in the guano. The tracks go in all direc- through this gate (see "Jhesiyra Kestellharp," page
tions, but most lead west toward the drow fortress.) 10). The first creature to pass through the gate trig-
Bat Alarm. Hundreds of bats cling to the 30-foot-high gers an elder rune (see "Elder Runes," page 12).
domed ceiling. The drow use the bats as an alarm of • A creature that passes through the gate appears in
sorts, knowing that the creatures become agitated and area 2d on level 14, in the closest unoccupied space
expect to be fed whenever humanoids enter the cave. next to the identical gate located there.
Web Cables. The tunnels leading to areas 12a and 12b
rise up out of the fog and are strung with web cables. Treasure. Fastened to Tanimar's cloak is an obsidian
scarab engraved with the insignia of House Freth (25
The drow release crickets into this area to feed the gp). He also carries a spider silk pouch that contains
bats. Expecting to be fed, the bats start to shriek and two peridots (500 gp each).
flap about the cave when the characters arrive, alerting
the drow guards in areas 12a, 12b, and 18a.
LEVEL 12 I MAZE LEVEL

