Page 192 - Waterdeep - Dungeon of the Mad Mage_Neat
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on level 14 ofUndermountain (no saving throw allowed). Hammocks. Two tasseled hammocks are stretched
Any creature reduced to 0 hit points by this effect is between four black pillars near the east wall. Napping
immediately disintegrated and reduced to a pile of dust. in one of them is a beautiful young man wearing gold
The spell also disintegrates the six mithral keys. sandals and a golden silk skirt. (The man is Alussiarr,
Creatures that are standing in the lit alcoves when the a rakshasa using a disguise self spell to mask its
spell goes off are unharmed, as are creatures inside an true form.)
antimagic field. (The antimagic fields in areas 4 and 32 Braziers. Two braziers made of carved black basalt rest
protect the creatures there.) in the middle of the floor. Smoldering blocks of in-
cense in each brazier fill the room with a pungent but
38. GUEST QUARTERS pleasant aroma.
'~~~~~~~~~~~~~
Arcturia keeps this room for special guests, such as The rakshasa is bound to these boudoirs and can't
Halaster or visiting wizards who have magic to trade. Its travel beyond area 39, even through the use of spells,
features are as follows: as long as the circular seal above the doors remains in
Furnishings. A large canopied bed dominates the place. (Spells that would transport the rakshasa away
from the area simply fail.) Arcturia trapped the rakshasa
eastern alcove. At the foot of the bed rests a large
here years ago and draws blood from the fiend to fuel
iron chest with a flat lid and clawed feet. An owlbear
her terrible transmutation rituals.
rug is splayed across the floor in front of the chest
Alussiarr has no beef with the adventurers and doesn't
and the bed.
want to distress them by revealing its true form. It does,
Alcove. A black curtain conceals an alcove to the south-
west. In front of the curtain is an overstuffed leather however, ask them to set it free by breaking the seal
outside the room. If the characters do so, the rakshasa
chair and a small table with a crystal decanter.
turns invisible and makes its way out of Undermountain
The alcove contains a stone statue that lacks fine with the goal of working all manner of evil in Water-
features, resembling a blank-faced humanoid. A detect deep- but not before telling the heroes where they can
magic spell reveals an aura of transmutation magic find Arcturia's spellbook (area 40b) and phylactery (area
around the statue, which alters its form to mimic the 40c), as well as the command word to reveal the book-
appearance of any Small or Medium humanoid that shelves in area 40b. It also gives them a flat, 6-inch-long
touches it. The statue has no other properties. mithral key shaped like a Y, and tells them it's one of six
keys required to activate the weapon of mass disintegra-
TRAPPED CHEST
tion in area 37. Alussiarr doesn't know where the other
The chest has an iron key in its lock, and turning the key five keys are kept.
unlocks it. A detect magic spell reveals an aura of trans-
If the characters haggle with the rakshasa, it also
mutation magic emanating from inside the chest.
vows to provide up to three additional pieces of useful
The chest is empty except for a magic mirror fastened
information in exchange for its freedom, such as the way
to the inside of its lid. Any creature that sees its reflec- to level 15. If the characters refuse to help Alussiarr, the
tion in the mirror is targeted by a flesh to stone spell rakshasa shrugs its shoulders, returns to its nap, and
(save DC 20). Once the spell has been triggered, the mir-
gives them nothing in return. It has waited years to es-
ror ceases to be magical.
cape-it can wait a few more.
TREASURE
39B. SKULL AND BONE BOUDOIR
The crystal decanter is worth 250 gp but is fragile. It
contains cheap wine. The owlbear rug is worth 75 gp. Mosaics. Gruesome mosaics made from humanoid
bones decorate stone-framed panels set into the walls.
39. ARCTURIA'S BOUDOIRS Furnishings. Arrayed about the room are six divans
made of stitched flesh stretched over bone frames and
Mounted above the double door to these chambers is a
a table made entirely of glued teeth and fangs.
4-foot-diameter, 2-inch-thick disk of black stone upon Arch. Set into the middle of the south wall is a stone
which is engraved a white symbol depicting a bony hu- arch. Carved into its keystone are three human-like
man hand. A detect magic spell reveals a powerful aura stick figures holding hands.
of abjuration magic around the seal.
The seal bas AC 17, 30 hit points, and immunity to Arch Gate to Level 17. The arch is one of Halaster's
poison and psychic damage. If the seal is destroyed, the magic gates (see "Gates,'' page 12). Its rules are
rakshasa bound to these chambers can escape. as follows:
• If three humanoids hold hands while standing within
39A. GOLD AND B LACK BOUDOIR
5 feet of the gate, it opens for 1 minute.
Light. The walls and ceiling are painted gold. Mounted • Characters must be 14th level or higher to pass
to them are black iron sconces with continual flame through this gate (see "Jhesiyra Kestellharp,'' page
spells cast on them. These fires cast the entire room 10). The first creature to pass through the gate trig-
in bright, flickering light. gers an elder rune (see "Elder Runes,'' page 12).
Carpet and Cushions. Thick, wall-to-wall carpeting • A creature that passes through the gate appears in
with alternating gold and black zigzagging patterns area 11 on level 17, in the closest unoccupied space
covers the floor, with a few soft, gold silk cushions next to the identical gate located there.
strewn about.
LEVEL 14 I ARCTURIADOOM

