Page 199 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 199
Over a century ago, Fidelio began his campaign to
9. H I DDEN RUNE
single-handedly rid Undermountain of evil, foolishly be-
lieving that Tyr would not let him perish. The arrogant This 20-foot-high chamber shows signs of past extrava-
paladin fought his way down to the Obstacle Course, gance. It has the following features:
only to be disintegrated unceremoniously by Nether- Chasm. The floor to the north gives way to a chasm and
skull. Fidelio's convictions are so strong, however, that a hot, bubbling pool of lava 30 feet below. Intense heat
his spirit cannot rest until it defeats Netherskull in from the lava fills this room.
battle. The ghost has confronted the death tyrant many Bridge. A 10-foot-wide spectral bridge- nothing more
times on its own, but these battles are always short- than a flat plane of wispy, magical force-extends
lived, ending with Netherskull destroying the ghost and across the chasm from this room to another ledge 120
causing it to re-form elsewhere in the dungeon. feet away. (For more information on the bridge, see
Fidelio's ghost is looking for a potential host who is area 16. The far ledge is described in area 17.)
willing to be possessed by it. A character who allows Double Door. At the south end of the room, two pillars
the possession forgoes the saving throw to resist the carved with scores of eyes flank a stone double door
effect, and you can allow the player to continue running engraved with a giant letter H.
the character. While possessed, the character gains the
If their handles are tugged, the double doors fly open,
following flaw, which supersedes any conflicting per-
revealing a stone wall with a giant elder rune carved
sonality trait: "I, Fidelio, favored son ofTyr, must strike
into it (see "Elder Runes," page 12). Draw a card from
down Netherskull at all costs, as justice demands." The
the Elder Runes Deck (see appendix B) to determine
character also reeks of cheap cologne while possessed.
which rune waits beyond the doors. This rune targets
His arrogance aside, Fidelio won't possess a human-
all creatures in the room with the same effect (bane or
oid without its consent. If it can't find a willing host, it
boon, determined randomly). If Hal aster's personal rune
offers to join the party on two conditions: the characters
is indicated, an additional effect occurs: the pillars flank-
must seek out Netherskull with haste, combat it, and
ing the doorway shoot multicolored rays from their eyes,
allow Fidelio to deal the death blow to it. The ghost
and each creature in the room becomes the target of a
knows the location of the death tyrant's lair (area 39c)
prismatic spray spell (save DC 22). Once this effect is
but doesn't know how to open the doors that lead to it,
resolved, the elder rune on the wall disappears, and the
or about the secret way in (area 39b).
doors slam shut unless they are held open or otherwise
If Netherskull is reduced to 0 hit points by a creature
prevented from closing.
other than Fidelio's ghost or its host, the paladin of Tyr
When the doors close, the trap resets so that the next
can't accept that someone other than he dealt the killing
time the doors open, another randomly determined el-
blow. The ghost wallows in despair, doomed to haunt
der rune appears on the wall behind them.
the Obstacle Course until another follower of Tyr con-
vinces it to move on with a successful DC 20 Charisma
10. ROLLER-DRAGON
(Persuasion) check. A non-follower can attempt the
check, but only by posing as a Tyr worshiper and fooling This oval chamber has a 10-foot-high ceiling. Standing
the ghost with a successful DC 10 Charisma (Decep- against the east wall is a stone statue of a young gold
tion) check. dragon on stone rollers. The dragon's mouth is agape,
If it succeeds in reducing Netherskull to 0 hit points, teeth bared, and its wings are folded in tight.
either as a ghost or when in possession of a host, Fide-
DRAGON STATUE
lio's ghost is laid to rest. "Victory at last!" says the ghost
as it fades away. Afterward, Tyr bestows a blessing of The statue, which weighs 5 tons, can move forward or
protection (see "Supernatural Gifts" in chapter 7 of the backward on its stone rollers. It moves on its own when
the teleport trap triggers (see "Teleport Trap" below) but
Dungeon Master's Guide) on any character who served
as Fidelio's host. otherwise remains still. While the statue is still, its roll-
For laying Fidelio's spirit to rest, the characters should ers are locked to prevent the statue from being moved.
receive XP as if they had defeated the ghost in combat. The rolling statue is designed to fit snugly in the dun-
geon's 10-foot-wide passageways. It is a Large object
8. TELEPORT TRAP with AC 17, 120 hit points, and immunity to all damage
except force damage.
This unadorned hallway contains a teleport trap (see
"Teleport Traps," page 194). A creature teleported by ThLEPORT TRAP
this trap arrives at a location determined by rolling a
A teleport trap fills the 10-foot-square space in front of
d20 and consulting the following table: the west exit. A creature teleported by this trap arrives
d20 Teleport Destination at a location determined by rolling a d20 and consulting
1-12 The teleport trap in area 11 the following table:
13-16 The teleport trap in area 26 d20 Teleport Destination
17-20 The teleport trap in area 31 1-12 The teleport trap in area 13a
13- 18 The teleport trap in area 22b
19-20 The teleport trap in area 40c
LEVEL 15 I OBSTACLE COURSI'.
198

