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A pair of  drow mages and siblings named Elvilac and   tapping on the sarcophagus causes ld4 rats to emerge
           Lorlynn searched and plundered the sarcophagi. Each   in a panic. The detritus in the nest includes two ran-
           sarcophagus rests atop a 1-foot-tall stone bier and is 7   dom trinkets, determined by rolling on the Trinkets
           feet long, 3 feet wide, and 3 feet tall. The contents of  the   table in chapter 5 of the Player's Handbook.
           sarcophagi are as follows:                          The middle sarcophagus is full of cobwebs, hidden
                                                               under which is a right-handed iron gauntlet with six
           •  The northern sarcophagus contains the moldy bones
            of a dwarf  with corroded bits of  armor clinging to it.   fingers. Characters can use the gauntlet to activate the
                                                               gate in area 24c.
            Its skull is hidden inside a rusty bucket helm.
           •  The middle sarcophagus is empty, but a body-shaped   •  The southern sarcophagus (Lorlynn's bed) has a
            impression in the dust suggests that someone rested   secret compartment in the bottom that can be found
                                                               with a successful DC 20 Wisdom (Perception) check.
            here recently. (Elvilac, the dead drow in area 11,
            rested here while he meditated.)                   Its contents are described in "Treasure" below.
           •  The southern sarcophagus contains the bones and   Treasure. Lorlynn wears a black gold ring set with
            tattered robe of a long-dead mind flayer.        bloodstones (250 gp) on the index finger of her right
                                                             hand and carries a bone wand (her arcane focus), a
           14B. NORTHERN CRYPT
                                                             pouch containing two bone dice (1 gp each), and a blood-
          The door to this room is identical to the one guarding
                                                             stained sackcloth doll with two jet eyes (100 gp per eye).
           area 14a, except for a triangular hole at the bottom. Be-
                                                               The secret compartment in Lorlynn's sarcophagus
           hind the door is a dusty, 10-foot-high crypt containing
                                                             holds her spellbook, which has covers made of  stitched
           the following features:
                                                             elf flesh. It contains all the spells she has prepared plus
          Skeletons and Sarcophagi. Twelve dwarf  skeletons   animate dead, arcane eye, and wal/ of  stone.
            mill aimlessly around three unmarked stone sarcoph-
            agi in the middle of this crypt.                 15. R U I N ED A RMORY
          Lorlynn. The southern sarcophagus is missing its lid.   Chasm. The air is hot and dry. A crumbling ledge over-
            A female drow mage named Lorlynn Zmirth rests in-
                                                               looks a great chasm brightly lit by a bubbling pool of
            side. She sits up when intruders enter the crypt.   lava 30 feet below. Visible from this location is a spec-
            Lorlynn came to Undermountain with her twin        tral bridge that spans the chasm (see area 16).
                                                             Debris. What's left of the floor is strewn with broken,
          brother Elvilac in hopes of finding useful spellbooks and
          magic. Netherskull has chosen to leave her alone for the   corroded fragments of  dwarf-sized chain mail and
          time being. Her brother wasn't so fortunate (see area   plate armor.
          11). Lorlynn doesn't know he's dead and is expecting   Arch. Embedded in the middle of the south wall is
          him to return any moment, but news of his death doesn't   a stone arch made up of  one hundred stone jigsaw
          upset her. So gloomy a creature was he that if Lorlynn   pieces. This arch is one of Halaster's magic gates (see
                                                               "Gates," page 12).
          can recover and animate his corpse, it will be as though
          he never died.
                                                             ARCH  G ATE TO LEVEL 20
            Lorlynn wears a tattered gray spider silk robe and
                                                             Each of the arch's one hundred jigsaw pieces weighs 10
          cowl that, coupled with her gaunt features, makes her
                                                             pounds. The rules of this gate are as follows:
          appear distinctly banshee-like. She abhors the company
          of other humanoids except her brother. She is in a re-  •  Only one piece of the arch can be removed at any
          laxing trance when the characters first arrive. Normally   given time. A detect magic spell reveals that one of the
          indifferent toward adventurers, she turns hostile if she   pieces (determined randomly) is magical. When that
          finds that the characters have her brother's spellbook   piece is removed from the arch, it disappears, and the
          and refuse to surrender it to her. If  her skeletons are   gate opens for 1 minute. When the gate closes, the
          turned or destroyed and she is reduced to half her hit   piece removed from the arch magically reappears in
          points or fewer, Lorlynn offers information in exchange   its proper place, and a different piece becomes magi-
          for her life. She knows one random Undermountain    cal and must be removed to reopen the gate.
          secret, determined by drawing a card from the Secrets   •  If  a wrong piece is removed from the arch, an adult
          Deck (see appendix C). She also knows how to deacti-  white dragon magically appears in an unoccupied
          vate the pit traps and teleport traps on this level using   space within 60 feet of the arch and attacks any crea-
          the wheel in area 12, but knows nothing of the living   ture it can see. The dragon disappears when it is slain
          unseen servant that Halaster recently put there.    or after 1 minute. When the dragon disappears, the
            Each sarcophagus sits atop a 1-foot-tall stone bier and   piece that was removed from the arch magically reap-
          is 7 feet long, 3 feet wide, and 3 feet tall. A character   pears in its previous place.
          with a Strength score of 15 or higher can push off the lid   •  Characters must be at least 16th level or higher to
          of  a sarcophagus easily. The contents of each sarcopha-  pass through this gate (see " Jhesiyra Kestellharp,"
          gus are described below:                            page 10). The first creature to pass through the gate
                                                              triggers an elder rune (see "Elder Runes," page 12).
          •  The northern sarcophagus has a gaping crack in
                                                            •  A creature that passes through the gate appears in
           one of its sides, and four harmless rats have used
                                                              area 9b on level 20, in the closest unoccupied space
           this crack to creep inside and make a nest among
                                                              next to the identical gate located there.
           the moldering bones of a sahuagin (placed here by
           Halaster to confound grave robbers). Lifting the lid or
          LEV.EL 15 I OBSTACLE COURSE
 .200
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