Page 262 - Waterdeep - Dungeon of the Mad Mage_Neat
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vicinity of the chasm to snuff out torches and other open RUNESTONE FRAGMENTS
flames of a nonmagical nature. The surface of the Runestone is rough and splintered.
The chasm has abundant handholds and is easily Every 12 hours, a pebble-sized fragment of the Rune-
climbed. Characters who descend to the floor find it jag- stone breaks off and falls to the cavern floor, though the
ged, uneven, and littered with the broken pieces of stone Runestone shows no signs of ever being diminished
golems (tossed into the chasm by the mad golem in area by shedding these fragments. A broken-off fragment is
2), four dead gargoyles in pieces, and the bones of a magical but no longer glows. It comes to rest ld4 x 10
dwarf (a miner who slipped and fell into the chasm over feet from the base of the stalagmite.
a century ago). The miner's pick lies near the bones. Ezzat's pseudodragon companion, lpses, gathers up
Runestone fragments as it hunts for food around the sta-
14. THE RUNESTONE lagmite, but a few occasionally escape its notice. A char-
The tip of the giant stalagmite at the center of area acter who examines the cavern floor around the spire
13a is pierced by a large hole. Set within this hole is a with a detect magic spell finds ld4 fragments. Without
10-foot-diameter, circular lozenge of translucent white such magical aid, a character can find one fragment
with a 1-hour search and a successful DC 20 Wisdom
crystal called the Runestone. The crystal radiates bright
blue-white light in a 120-foot radius and dim light for an (Perception) check.
additional 120 feet. Halaster's red-glowing rune floats Halaster has discovered a process for implanting
inside it. Runestone fragments in constructs to imbue them with
The Runestone is a Large object with AC 10; 90 hit more intelligence and personality. These fragments
points; immunity to bludgeoning, piercing, and slashing might also have other magical properties, at your
damage from nonmagical weapons that aren't adaman- discretion.
tine; and immunity to poison and psychic damage. Pro- Delivering a Runestone fragment to Jalester Silver-
mane in Waterdeep completes a quest (see "Retrieve a
vided it has at least 1 hit point, the crystal can magically
Runestone Fragment," page 9).
repair itself, regaining 10 (3d6) hit points each hour.
As an action, Halaster can establish a magical link
with the Runestone from anywhere inside Undermoun- STALAGMITE TOWER
tain, provided the crystal hasn't been destroyed. This The stalagmite tower at the center of the main cavern is
link allows him to see, speak, and cast spells through 120 feet tall and has chambers hollowed out of the lower
the Runestone as though he were standing in its space. two-thirds of its height. Those hollowed-out areas have
Spells he casts through the Runestone appear to origi- 3-foot-thick outer walls, 2-foot-thick inner walls, and
nate from the rune lodged inside it. Halaster can end the 3-foot-thick floors, all hewn from solid rock. All ceilings
link at any time (no action required). in the tower are 20 feet high. The outer surface of the
While Halaster is linked to the Runestone, its light stalagmite has numerous footholds and ledges, and can
changes from blue-white to red-orange, and Halaster's be climbed with a successful DC 15 Strength (Athlet-
rune turns from bright red to fluorescent purple. The
ics) check.
brightness and extent of the light doesn't change. The stalagmite tower is impervious to damage, as well
as to magic that would alter its form (such as a stone
CAPTURING IPSES shape spell) or create openings through it (such as a
Characters who lurk outside the stalagmite tower long passwafl spell or a portable hole). A creature can exit
enough might see Ezzat open the outer door to release his the tower by using magic, but the tower prevents any
pseudodragon, lpses (see area 17). The lich stands in the creature from entering it in similar fashion. Spells such
open doorway while lpses hunts vermin and gathers up as dimension door or teleport thus can't be used to get
any Runestone fragments it finds in the surrounding cav-
inside the tower, nor can creatures be magically sum-
ern. Once the pseudodragon has eaten and taken care of
moned inside it by anyone except Ezzat.
business, it returns to the tower. The outer door then shuts
No constructs can approach within 10 feet of the sta-
and locks as Ezzat and lpses retreat inside.
lagmite. Such creatures encounter what feels like an
lpses has long been denied the taste of good food and
unbreakable wall of force surrounding the entire stalag-
simply can't resist an offering of fruit, candy, cheese, or
some other delicacy. If the pseudodragon goes missing in mite and extending under the cavern floor.
the cavern, Ezzat locks up the tower and searches for it.
Characters who capture lpses can hold the pseudodragon 15. OUTER DOOR AND FOYER
hostage and use it to wring information from Ezzat, as you
The tower entrance is on the eastern side of the stalag-
determine. (See " Roleplaying Ezzat," page 262, for more mite and offers the only access to Ezzat's lair.
information.)
In exchange for the pseudodragon's safe return, the lich
also offers to trade the potions in area 20. If the characters OUTER DOOR
demand more, Ezzat throws in what he claims is a staff of Bas-Relief. The outward-facing side of the door bears a
frost. If that deal is done, the sentient staff (see area 16) bas-relief sculpture of a humanoid skull with a black
reveals its true nature and attacks lpses's abductors as sapphire embedded in each eye socket.
soon as the pseudodragon is safe. Words of Unwelcome. Carved into the frame above the
door are the words "GO AWAY!" written in Common.
Alarm. An alarm spell silently warns Ezzat if any other
creature opens the door.
LEVEL 20 I RUN.ESTONE CAVERNS
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