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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
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