Page 199 - Waterdeep - Dungeon of the Mad Mage_Neat
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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'.
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