Page 273 - Waterdeep - Dungeon of the Mad Mage_Neat
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The floors and walls are covered with interlocking,   spell or similar magic can restore Ghorso's hearing, for
           blood-streaked stone tiles. The ceiling is 10 feet high   which he is not the least bit grateful. "Now I can hear
          throughout.                                        every wretched noise in this gods-forsaken place!" he
                                                             says with a sneer.
           16A.  NORTHERN SMELTER                              Clamped iron molds from areas 16a and 16b are
          Smoke and Heat. Smoke fills this room, making the   brought here to cool. Once they reach room tempera-
            area lightly obscured. The temperature inside the   ture. (50 degrees Fahrenheit), Ghorso unclamps the
            room is a searing 120 degrees Fahrenheit.        molds, opens them, pries out the hardened iron ingots,
          Forge. Roaring flames fill a stone forge that protrudes   and stacks them atop the existing piles. It's a tedious,
            from the north wall.                             thankless job.
          Smiths. Two sweaty, unarmored duergar are working    Treasure. Stockpiled here are 12,800 iron bars, each
            the forge, smelting iron. Both wear tinted goggles and   worth 1 gp and weighing 10 pounds.
            thick gloves.
          Buckets. Piled around the forge are buckets of iron ore.   160.  BARRACKS
                                                             This room contains two dozen iron cots arranged hap-
            The duergar are a male named Brok and a female   hazardly in the middle of the space. Ten duergar, five
          named Fumira. Brok uses long-handled iron tongs    males and five females, are asleep here at any given
          to place chunks of iron ore in the forge. Once the   time, snoring loudly. The males are named Bulborm,
          iron melts, Fumira scoops out the molten iron with a
                                                             Daarsh, Krod, Mranhaim, and Muzdrok. The females
          long-handled ladle and pours it into two iron molds,
                                                             are named Azgra, Narlith, Roxinda, Sorka, and Svilla.
          which Brok clamps shut. They then take the clamped
                                                               The duergar sleep in their armor and keep their weap-
          molds to area 16c to cool. Afterward, they return to the   ons within reach. They awaken to sounds of combat
          forge with two empty molds and repeat the process.   in areas 16a or 16b. A creature that succeeds on a DC
            Without their armor, Brok and Fumira have AC 10.   10 Dexterity (Stealth) check can sneak about the room
          They keep their war picks and javelins close by, but fight   without waking the duergar.
          only in self-defense. If they detect intruders, they stop
          working and grouchily offer to escort the new arrivals to   17.  HAMMERS AND ANVILS
          Rojkarn Iron head, the captain of the guard (area 6c)-
                                                             This part of the dungeon rings with the sound of ham-
          leading the party through areas 16c, 6b, and 6a. The
                                                             mers on anvils. As one approaches the forges (areas 17c
          duergar have nothing much to say to visitors, preferring
                                                             and 17d), the sound grows louder and is joined by the
          to let Rojkarn answer any questions they might have.
            If a fight breaks out, the duergar in areas 16b and 16d   roaring and crackling of flames. The light of the forges
          quickly join the battle. (The duergar in area 16c is deaf.)   spills out into the main hallway and, when the door is
            The forge puts out tremendous heat thanks to a fire   open, into area 17e.
                                                               The duergar guards stationed in these areas have or-
          elemental magically trapped inside it. Runes carved
                                                             ders to escort visitors to Valtagar Steelshadow in area
          on the inside walls of the forge prevent the elemental
                                                             15. If combat erupts in one room, the occupants of the
          from escaping or harming anyone outside the forge.
                                                             other rooms join the fight. The duergar in areas 6a, 6b,
          Destroying the forge releases the elemental, whereupon
          it attacks everyone in sight. The forge has AC 17, 80 hit   and 6c hear echoes of the commotion and investigate,
          points, and immunity to poison and psychic damage.   moving 50 feet per round. The inhabitants of other
                                                             nearby areas go about their business.
          16B.  SOUTHERN SMELTER                               The stone floors and walls are covered with bloody
          This room is identical to area 16a except that the forge   tiles. The ceiling is 10 feet high throughout.
          protrudes from the south wall, and the two unarmored
                                                             17A. WESTERN  GUARD POST
          duergar working here are a pair of females named
                                                             Two male duergar, Kalrog and Klang, keep guard here.
          Krinxa and Wolthra.
                                                             Klang is Kalrog's older brother, and the two are highly
          16c. IRON STOCKPILE                                competitive.
          Duergar. In the north half of the room, an elderly male
                                                             17B.  EASTERN GUARD POST
            duergar carrying an iron cane and an ear horn sits
                                                             Smoke and heat from the forges billow into this cham-
            in a stone rocking chair next to a pile of iron molds   ber, keeping it a sweltering 90 degrees Fahrenheit.
            and clamps.                                      Two duergar- a male named Prax and a female named
          Iron Bars. The south half of the room contains four
                                                             Torga- mind this watch post, incidentally standing
            uneven stacks of iron bars, each stack nearly filling a   guard over a variety of extra supplies that are stored
            6-foot cube.
                                                             here. Driven into the south wall are twelve stone pegs
            Old age has rendered the duergar smith, Ghorso, deaf   on which soot-stained leather aprons and tinted gog-
          and nearly immobile. His walking speed is 10 feet with   gles are hung.
          the cane or 5 feet without it. Despite his age, he is fully
          armed and armored. He would rather die in combat   17C. WESTERN SMITHY
          than succumb to the ravages of age, but he fights only in   Smoke and Heat. Smoke fills this room, rendering ev-
          self-defense. If the characters try to talk to him, he plays   erything in the area lightly obscured. The temperature
          dumb and is not the least bit helpful. A lesser restoration   here is a scorching 120 degrees Fahrenheit.


          LEVEL 21  I TERMINUS LEVEL
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