Page 271 - Waterdeep - Dungeon of the Mad Mage_Neat
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13.  GRAND VESTIBULE                              under his command avoid the shrine, finding the yugo-
                                                             loths' presence insulting and their motives suspicious.
           Blood. Blood leaks down the walls and across the decor   The room has a flat, 10-foot-high ceiling. Although
            of this once grand hall.
                                                             blood often flows from gaps between the room's wall
           Pi11ars. Four stone pillars buttress the 30-foot-high   tiles (see "Regional Effects," page 265), Aximus and
            vaulted ceiling. The middle third of each pillar is   Exekarus regularly use prestidigitation cantrips to clean
            carved to look like a scowling dwarf  with bulging   it away. The room's other contents are as follows:
            muscles that supports the column's upper third on
            its broad shoulders. Blue sapphires glitter in the   Haze. A thin, smoky haze fills the room. (The haze
            dwarves' eyes.                                     doesn't obscure the room's other features.)
           Double Door. The doors in the east wall stand 18 feet   Braziers. Alcoves in the north wall contain two braziers
            high, a carving of  a mighty waterfall spanning their   fashioned from melted-down iron armor and weapons.
            surfaces. Mithra! inlays make the carved falls look   Each is alight with burning coals that shed bright
            like they are running with molten metal.           light in a 10-foot radius and dim light for an addi-
           Curtain. A 40-foot-long, 20-foot-high curtain of black   tional 10 feet.
            dragon scales hangs from an iron rod bolted to the   Altar and Shield. Between the alcoves, an iron al-
            west wall. (The scales have become brittle with age   tar traced with silver and shaped like a giant anvil
            and are not valuable.)                             rests beneath a round, 10-foot-diameter iron shield
           Hanging Horn. Suspended from the ceiling by iron    mounted on the north wall. The shield bears the sym-
            chains is a 20-foot-long iron horn with etched Dwar-  bol of  a broken arrow with a jagged arrowhead. Stand-
            vish runes coiling around it.                      ing before the altar are a pair of duergar (Aximus and
                                                               Exekarus) in drab robes.
            The giant horn weighs 2 tons. It dangles 20 feet above
           the floor on three thick, 5-foot-long iron chains. The   To prepare for their roles, the arcanaloths learned
           Melairkyn dwarves forged the horn and placed it here to   everything they could about Laduguer's principles of
                                                             conduct. To their surprise, Aximus and Exekarus found
           guard the treasure in this hall (see "Treasure" below).
          A detect magic spell or similar magic reveals an aura   these principles compelling. Some of  the arcanaloths'
           of  conjuration magic around the horn. A character who   favorite maxims include:
           understands Dwarvish can translate the horn's runes   •  "No matter how much wealth and power you have, it's
           not all of  which are visible from the floor. The runes  '   never enough."
          visible from the floor read, "If  you blind us." A character   •  "The fight never ends. Take what you deserve and de-
           must fly up to the horn or climb above it to read the mes-  stroy all who stand in your way."
          sage in its entirety, which is "If you blind us, shall we   •  "Let no emotion rule you. Abandon joy, love, pride,
           not revenge?"                                       anger, and ambition, for they are signs of weak-
            Removing one or more gemstones from the pillars    ness. Know your role and perform it to the best of
          causes the horn to magically emit a somber tone. As   your ability."
           the horn sounds, the spirits of thirteen dwarf  warriors
          appear in unoccupied spaces throughout the hall and   Laduguer's dogma guides Aximus and Exekarus as
           attack all other creatures in the area. These unaligned   much as it does any duergar, and the yugoloths try to im-
          spirits use the champion statistics (see appendix A),   pose these principles on all who claim to serve Fazrian.
           except that they wield greataxes instead of greatswords.   If  the characters haven't encountered Fazrian, Aximus
                                                             and Exekarus insist on taking them to meet the plane-
          They understand Dwarvish but can't speak, and they
           can't leave the hall. They disappear after 1 hour or when   tar, whom they admire. Those who refuse to accompany
           they drop to 0 hit points. Once the horn has sounded, it   the arcanaloths are left behind as Aximus and Exekarus
           can't sound again until 7 days have passed. If  no gem-  proceed to area 23b to inform Fazrian that visitors have
          stones remain in the pillars when this time elapses, the   arrived. Obedience to Fazrian is all that matters to Ax-
           horn becomes nonmagical and can no longer summon   imus and Exekarus- at least until someone convinces
                                                             the arcanaloths to switch allegiances.
          dwarven spirits. Removing the instrument from the hall
          also renders it nonmagical.                          The arcanaloths' attitude toward the characters is
                                                             indifferent at the start, though the fiends quickly turn
          TREASURE                                           hostile if attacked. The arcanaloths' attitude changes to
          Eight blue star  sapphires  (1,000 gp each) are embedded   friendly if the characters appeal to their love of  magic by
          in the eyes of the dwarf  carvings-two gemstones per   giving them a single very rare magic item, multiple rare
          pillar. Each gem is set 18 feet above the floor and can be   magic items, or a spellbook containing at least one spell
          pried out with a dagger or similar tool.           of  6th level or higher. Aximus and Exekarus make their
                                                             love of  all things magical known to anyone that seeks
           14. SHRINE OF LADUGUER                            their assistance. If  their attitude toward the characters
                                                             is changed in this way, the arcanaloths repay the party's
          As a gesture of goodwill toward its new duergar allies,   kindness any way they can-short of  placing themselves
           Fazrian had this waiting chamber converted into a   in harm's way. Their helpfulness doesn't last long, how-
          shrine of Laduguer, the duergar god of labor and slavery.   ever. After 24 hours, the arcanaloths' attitude toward
          Presiding over the shrine are two arcanaloths named
                                                             the party becomes indifferent once more, and further
          Aximus and Exekarus. These fiends use alter self  spells   bribes are needed to regain their assistance.
           to appear as duergar priests. Valtagar and the duergar


           LEVEL 21 I TERMINUS  Ll!VEl.
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