Page 249 - Waterdeep - Dungeon of the Mad Mage_Neat
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targets before attacking with their pseudopods. The NALFESHNEES
puddings cast Me/f's acid arrow spells at prey beyond The sleeping demons can't be targeted by spells or at-
their reach. tacks while trapped inside the crystal menhirs. They
remain asleep until awakened (see "Standing Gate" be-
5B. STANDING GATE TO LEVEL 12
low). An awakened nalfeshnee teleports out of its men-
At the north end of this 20-foot-high cave are two hir and attacks, then returns to slumber in its menhir
15-foot-tall standing stones hewn from black basalt. when there are no more enemies in sight.
Carved into the lintel spanning them is a large, blood-
red X. The standing stones form one of Halaster's magic STANDING GATE
gates (see "Gates," page 12). The crystal menhirs are indestructible and form one of
When a creature comes within 5 feet of the gate, riv- Halaster's magic gates (see "Gates," page 12). Strik-
ulets of blood begin to seep from the rocky pores of the ing either menhir with a hard object or targeting it with
standing stones. The rules of this gate are as follows: a shatter spell deals no damage but causes the standing
stone to ring loudly, awakening the demon inside. Noth-
• The gate opens for 1 minute if a creature marked with
a bloody X stands within 5 feet of it. ing else causes these demons to awaken. While outside
• Characters must be 12th level or higher to pass its menhir, a nalfeshnee can be magically compelled
through this gate (see "Jhesiyra Kestellharp," page to divulge the command word that activates the gate.
10). The first creature to pass through the gate trig- A legend lore spell or similar magic also reveals the
gers an elder rune (see "Elder Runes," page 12). command word. The current word is "Kelserath," but
Halaster changes it every few days.
• A creature that passes through the gate appears in
area 8b on level 12, in the closest unoccupied space The rules of this gate are as follows:
next to the identical gate located there. • The gate opens for 1 minute if a creature speaks the
proper command word within 10 feet of it.
6. CAVE WITH A VIEW • Characters must be 16th level or higher to pass
Stalactites. A few stalactites cling to this cavern's 30- through this gate (see "Jhesiyra Kestellharp," page
foot high, domed ceiling. 10). The first creature to pass through the gate trig-
Vessel. An enormous vessel is clearly visible through gers an elder rune (see "Elder Runes," page 12).
openings in the northwest wall (see area 13). • A creature that passes through the gate appears in
area 23b on level 21, in the closest unoccupied space
7. STANDING GATE TO LEVEL 21 next to the identical gate located there.
Rubble. The floor of this 20-foot-high cave is strewn 8. THANKS FOR THE MEMORIES
with stony rubble that acts as difficult terrain.
Fake Beholder. A gas spore, easily mistaken for a be- Ceiling. This cavern has a 30-foot-high ceiling.
holder, floats near a pair of 15-foot-tall menhirs made Gas Spores. Three gas spores float above a large sink-
of semitransparent crystal. Imprisoned inside each hole surrounded by rubble. Another ten gas spores
menhir is a sleeping nalfeshnee, its leathery wings float inside the sinkhole, which plunges 100 feet into
wrapped tightly around its head and body. darkness. (At the bottom of the sinkhole lies a molder-
ing beholder corpse.)
The gas spore drifted into this cave from area 8. Its
Elevated Tunnel. A 10-foot-diameter tunnel in the west
spores contain memory fragments of the dead beholder wall can be reached by climbing a 10-foot-high ledge.
that birthed it. A creature that inhales the spores in- (This ledge is further described in area 9.)
herits a random memory, determined by rolling on the
Beholder Memories table. These memories are experi- Halaster killed a beholder that sought to carve out a
enced from the eye tyrant's point of view. domain on this level. From its moldering corpse grew
a host of gas spores. Inspection of the remains accom-
BEHOLDER M EMORIES panied by a successful DC 15 Intelligence (Medicine)
check reveals that the beholder died from fire, force, and
dlOO Memory
necrotic damage. Inspection also reveals a treasure (see
01-20 The beholder chases a deep gnome through a fun- "Treasure" below).
gal forest in a vast Underdark cavern illuminated by The gas spores carry the memories of the beholder
glowing mushrooms and phosphorescent fungi. that birthed them. A creature that inhales the spores
21-40 The beholder encounters another of its kind in the inherits a random beholder memory, determined by roll-
Underdark and, after a fierce volley of eye rays, it ing on the Beholder Memories table. These memories
turns its rival to dust with a Disintegration Ray. are experienced from the eye tyrant's point of view.
The walls of the sinkhole have abundant handholds
41-60 The beholder examines a tower-sized stalagmite
and can be scaled with a successful DC 10 Strength
with a large crystal atop it (see level 20, area 14).
(Athletics) check.
61-80 The beholder is swallowed by a purple worm and
uses its Charm Ray to make the worm release it. TREASURE
81-00 The beholder falls into a sinkhole as it succumbs to The dead beholder has a gold tongue stud set with a
Halaster'sfingerof death spell (see area 8). peridot (750 gp).
LEVEL 19 I CAVERNS OF OOZE

