Page 22 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 22

Three other mirrors (your choice) are empty frames   23c .  GOBLIN DEN
             containing illusory glass that has no substance. These   Unless the watch post is on alert, nine goblins sleep on
             false mirrors conceal small shelves that are carved into   the floor, their weapons and shields in easy reach.
             the walls behind them. Casting dispel magic on one of   The goblins fearfully obey the bugbears in area 23b.
             these mirrors ends the illusion and reveals the hidden   If  their leaders are killed, the goblins flee to area 28 (by
             shelf beyond.                                     way of  areas 24 and 25).

             T REASU RE                                         24. HALLS OF HOPELESSNESS
             Two of the shelves are bare. The third holds a bronze   Goblins and bugbears pass through these rooms often.
             mask molded to resemble Halaster's visage (SO gp).
                                                                No creatures live here, however.
             22.  EMPTY ROOM
                                                                24A. OLD G ATE
             A few burned torch stubs and discarded potion bottles   Pillars. Two stone pillars with a 10-foot-wide arch be-
             suggest that adventurers stop here from time to time,   tween them support the 20-foot-high ceiling.
             perhaps to rest. The room is otherwise empty.      Ore Bones. Near the base of  each pillar are the skeletal
                                                                 remains of two ores. (Adventurers killed and robbed
             23. WORG'S EYE WATCH POST                           these four ores long ago, leaving nothing of  value.)
             The Xanathar Guild maintains a watch post here, called   One of Ha  laster's magic gates once stood between
             "Worg's Eye" by the bugbears that command it. The   the pillars but was destroyed during the Spellplague.
             goblinoids stationed here, two bugbears and fifteen   The gate's destruction left behind a lingering aura of
             goblins, can't be surprised if they know trouble is on the   wild magic that can be perceived with a detect magic
             way. If  the two bugbears in area 2b managed to make it   spell. When a creature passes between the pillars,
             this far, add them to the roster of  enemies.      roll a d12 and consult the following table to determine
                                                                what happens:
             23A. NIMRAITH'S FATE
             Goblins. Six bored goblins play here. The goblins have   d12   Effect
               turned a human skeleton into a marionette and dan-  1-2   The creature must make a DC 12 Constitution
               gled it from ropes attached to the ceiling so that they   saving throw against the lingering magic, taking
               can make it dance around the room. The goblins chant     22 (4d10) force damage on a failed save, or half  as
               "Nimraith! Nimraith! Nimraith!" as it bobs about.        much damage on a successful one.
             Cleft Shield. Two halves of  a cloven wooden shield lie in   3-7   Nothing happens.
               the room's northwest corner. Each half of the cloven   8-11   The creature, along with anything it is carrying or
               shield has letters etched into it. One half reads "Nimr."   wearing, turns invisible for 1 hour. The effect ends
               The other reads "aith."                                  if  the creature attacks or casts a spell.
               The goblins fearfully obey the bugbears in area 23b.   12   For the next 24 hours, each nonmagical weapon
             If their leaders are killed. the goblins flee to area 28 (by   carried by the creature glows with a faint purple
             way of  areas 24 and 25).                                  light and becomes a +1  weapon.
               Held together with moldy string, the yellowed skeleton
             is all that remains of Nimraith, a human adventurer who   24B. D EAD  M AGE
             perished in Undermountain over a century ago.
                                                                Bones. Moldy bones have been swept into a deep alcove
             23B.  SHATTERED  STATUE                              in the south wall.
                                                                Dead Prisoner. Hanging from rusty manacles on the
             Bugbears. Two bugbears stand guard. Each bugbear
               has an intellect devourer in its skull cavity.     back wall of an alcove to the east is a tiefling skeleton
             Noise. The goblins in the adjoining room (area 23a) are   missing its legs. Written on the wall above the skele-
                                                                  ton in dried blood are the following words in Infernal:
               noisy enough to be heard here.
             Shattered Statue. The remains of  a shattered statue lie   TALK TOME.
               in the middle of the room. (The bugbears are trying to   A tiefling mage was cast out of Dweomercore, the
               reassemble it.)                                  secret academy on level 9, for spell theft and for being a
                                                                suspected agent of  the Arcane Brotherhood (a society of
               The bugbears detect the approach of adventurers with
             the aid of the intellect devourers' Detect Sentience trait   renegade wizards based in Luskan). Halaster killed the
                                                                tiefling as a precaution and hung its skeleton here as a
             and therefore can't be surprised. When a bugbear drops
             to 0 hit points, the intellect devourer inhabiting its skull   macabre decoration. If  a speak with dead spell is cast
                                                                on the skeleton, it answers whatever questions it must
             teleports away to seek a new host.                 to satisfy the conditions of the spell and then intones,
               This nonmagical statue has broken into seventeen   "Look for the little dwarves under the mountain! One of
              fist-sized chunks of black stone. (Restoring it will take   them hides the key to my heart!" This clue refers to the
              the bugbears a month.) Any character who succeeds on   stone fresco in area 6c and the magic heart in area 14b.
              a DC 15 Intelligence (Investigation) check can ascertain
             what the statue depicted: three male human warriors
             standing together on a stone mound, facing outward and
             clutching swords.

                                                                                         U:VEL I   DUNCEO!\  LEVEL
   17   18   19   20   21   22   23   24   25   26   27