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
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