Page 272 - Waterdeep - Dungeon of the Mad Mage_Neat
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The large iron shield hanging on the wall weighs 750   Archmages are exceedingly rare in duergar society,
              pounds and bears the broken arrow symbol of Ladu-  and Valtagar's gift for wizardry never sat well with the
              guer. Any duergar recognizes the symbol right away,   clans of Gracklstugh. He doesn't put himself in harm's
              while non-duergar recognize it with a successful DC   way unless he has a clear tactical edge. If the characters
              15 Intelligence (Religion) check. Any humanoid that   threaten him after they gain entry to his quarters, he or-
              touches the shield becomes cursed with the flaw: "I take   ders his golem to attack while he grabs his spellbook off
              no joy or pleasure in anything." This flaw supersedes   the lectern, casts teleport, and joins his wife in area 18d.
              any opposing flaw. Casting a remove curse spell or simi-  Valtagar has faced adventurers before and has a
              lar magic on the creature ends the curse on it.   healthy fear of them. If the characters are willing to
                                                                engage in civil discourse, he tries to hire them to slay
              TREASURE                                          Fazrian. The patience of his duergar followers is wear-
              Aximus and Exekarus hide their spellbooks in the folds   ing thin, and he loses nothing by setting the adventurers
              of their robes. Each book contains all the spells the   loose against the planetar. In exchange, Valtagar guar-
              arcanaloths have prepared, plus eyebite, forcecage, and   antees safe passage through his domain whenever they
              incendiary cloud.                                 need it and promises to tell them the location of a secret
                                                                staircase that descends to the next level of Undermoun-
                                   U
                                                        _
              15. VALTAGAR'S Q "'-_A_R_T_E_R_S ___              tain (see area 19a). To establish trust, he tells them
              The walls and floor of this 15-foot-high chamber are   about the secret vault hidden behind Fazrian's throne
              covered with interlocking stone tiles. The room contains   (see area 24) and shares what he knows about Fazrian
              the following:                                    and its allies:
              Valtagar. When the characters first arrive, Valtagar   •  A powerful cleric summoned a celestial being of im-
               Steelshadow (see below) is reading his spellbook-a   mense power named Fazrian, then directed it to slay a
               bound stack of mithral plates. The book rests atop a   host of monsters that once haunted the Deep Mines.
               stout, stone lectern in the middle of the room.   •  That act of slaughter corrupted Fazrian. After slaying
              Golem. Standing in the south corner is an iron golem   many monsters, it decapitated the cleric and installed
               that looks like a 10-foot-tall duergar. The golem under-  itself  as lord of the Deep Mines. Fazrian rarely leaves
               stands Dwarvish and obeys Valtagar's commands.     its throne hall and keeps the cleric's headless corpse
              Masks. Dozens of iron masks hang from hooks on the   as a memento.
               southeast wall (see "Iron Masks" below).         •  Fazrian takes advice from four yugoloths. These
              Other Furnishings. Against the northwest wall stands   fiends arrived shortly after Fazrian's madness took
               a low double bed. In the middle of the room, a locked   hold. Aximus and Exekarus can be found in the
               iron strongbox rests atop a low marble table flanked   nearby shrine of Laduguer (area 14). Raxxus is at
               by two stone chairs.                               Fazrian's side (area 23b). Valtagar says that Xindulus
                                                                  roams where it will, choosing not to reveal that the
              VALTAGAR STEELSHADOW                                ultroloth guards the secret staircase down to the next
              Valtagar wears a black robe with a cowl that obscures   level ofUndermountain (area 19a).
              his face. Suspicious and volatile, he is a duergar arch-
              mage, with these changes:                         I RON  MASKS
                                                                The iron masks are visors taken from the helmets of
              •  Valtagar is lawful evil.                       duergar warriors who followed Valtagar throughout his
              •  He has the Otiluke's resilient sphere spell prepared   exile, only to fall in battle. Valtagar displays them not for
               instead of banishment.
                                                                sentimental reasons, but to reinforce his determination
              •  He has these racial traits: He speaks Common, Dwar-
                                                                to return home.
               vish, Infernal, Terran, Troglodyte, and Undercommon.
               His walking speed is 25 feet, and he has darkvision   TREASU RE
               out to 120 feet. He has advantage on saving throws   The mithral spellbook on the lectern weighs 30 pounds.
               against poison and resistance to poison damage. He   It contains all the spells Valtagar has prepared. Its
               gains the Enlarge and Invisibility action options de-  cover is embossed with a broken arrow, the symbol
               scribed below.                                   of Laduguer.
              Enlarge (Recharges after a Short or Long Rest). For 1 minute,   The iron strongbox contains 600 pp. Minted in
              Valtagar magically increases in size. While enlarged, Valtagar is   Gracklstugh, these coins bear the stern visage of Deep-
              Large, doubles his damage dice on Strength-based weapon at-  king Horgar Steelshadow V on one side, the mind flayer
              tacks, and makes Strength checks and Strength saving throws   skull symbol of Deep Duerra (the duergar god of con-
              with advantage. lfValtagar lacks the space to become large, he   quest and psionics) on the other, and a Dwarvish motto
              attains the maximum size possible in the space available.   on the rim that translates as "As low as we can go."
              Invisibility (Recharges after a Short or Long Rest). Valtagar
                                                                16. FIRE AND !RON
              magically turns invisible for up to 1 hour or until he attacks, he
              casts a spell, he uses his Enlarge, or his concentration is bro-  The duergar use the forges in areas 16a and 16b to mold
              ken  (as if concentrating on a spell). Any equipment he wears or   iron into 10-pound bars, which are stored in area 16c.
              carries is invisible with him.                    Area 16d is an old overseer's office that the duergar have
                                                                turned into a barracks. A total of fifteen duergar work
                                                                and sleep in these areas.


                                                                                        LEVEL21  ITERMINQSLEVIL
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