Page 275 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 275

their weapons drawn. The battle cry also awakens the   20. POISONOUS MINE
           guards sleeping in area 19b, who collect their weapons
           and investigate. If her gorgon mount is killed or she is   These chambers have 15-foot-high ceilings, with 10-foot-
           taking too much damage as a duergar, Stalagma uses   high tunnels connecting them. The sounds of picks
           her next action to revert to her true form. Other duergar   s.triking stone echo throughout, becoming louder as one
           who see Stalagma in her true form flee unless Valtagar   approaches areas 20b and 20c.
           is present to reassure them that the dragon is their ally.   Noxious gas seeps into this mine through small fis-
             Stalagma controls the xorn by feeding them treasure   sures in the walls, filling areas east of the door to area
           from the broken-down mine cart. In addition to Dwar-  19a and south of the door at area 20d, except for area
           vish and Draconic, she speaks Terran, so the xorn can   21. The gas is invisible, but characters can smell the
           understand her.                                    toxic fumes and hear a faint hissing. It takes 1 minute
             Xorn. The xorn are initially hostile toward Stalagma's   for the gas to build up in a creature's system, after which
           enemies. They quickly become indifferent toward char-  the creature must succeed on a DC 15 Constitution sav-
           acters who offer them gems as food, preferring such del-  ing throw or become poisoned. A creature that holds its
           icacies to the coins that Stalagma usually feeds them.   breath for the whole minute has advantage on the saving
             Treasure. The mine cart has two broken axles. It con-  throw, while a creature that doesn't need to breathe au-
           tains 2,000 sp and 3,200 gp.                       tomatically succeeds. A creature can end the gas's effect
                                                              on itself by finishing a short rest in a location with clean
           19. O UTPOST                                       air. A lesser restoration spell or similar magic also ends
                                                              the effect on a creature.
           These chambers guard the stairs to level 22. The ceil-
           ings are 20 feet high throughout.                  20A. HALASTER'S WATCHING!
                                                              The characters encounter one of Halaster's scrying
           19A. WAY TO LEVEL 22
                                                              eyes (see "Halaster's Lair," page 311) in this otherwise
           Debris. In the west side of the room lie the crumbling   empty cave. The scrying sensor watches them until they
             remains of a stone table and four stone stools.   leave, then disappears.
           Pillars. Three stone pillars in the east side of the
             room are streaked with glittering mithral veins that   20B. POISONED MINERS
             look like lightning bolts shooting up from the floor.   Three poisoned duergar (two males and one female) use
             (Any attempt to extract the mithral from the pillars   picks to chip iron ore from the walls of this cave. If out-
             proves futile.)                                  numbered, they turn invisible and join their fellows in
           Xindulus. An invisible ultroloth named Xindulus    area 20c. Otherwise, they attack. The males are named
             guards a secret door leading to a 10-foot-wide spi-  Orn and Thumrok. The female is named Durundra.
             ral staircase that descends to level 22 (see "Secret
             Door" below).                                    20C. POISONED MINERS
                                                              Eight poisoned duergar (six males and two females)
             If anyone opens the secret door, the ultroloth appears
                                                              lethargically swing their picks, working iron veins in
           and tries to slay them. It ignores those who leave these-
                                                              the cavern walls. They are hostile toward non-duergar.
           cret door alone, allowing them to move through the area
                                                              They're bold if they outnumber their foes but flee to area
           unmolested. If threatened by three or more enemies, it
                                                              21 if that situation changes. The males are named Hrok,
           tries to summon ld6 mezzoloths, ld4 nycaloths, or an-  Jarazk, Krod, Mraginar, Nori, and Rok. The females are
           other ultroloth (see the "Variant: Yugoloth Summoning"   named Bralith and Sunmerva.
           sidebar in the "Yugoloths" entry in the Monster Manual).
                                                               The cave is strewn with old mining equipment: shov-
             Xindulus won't negotiate with adventurers unless they   els, broken picks, rusty iron sleds for dragging ore, and
           offer it something immensely valuable, such as a legend-  so forth. A casual search also yields a pair of empty
           ary magic item or an artifact.                    water skins, a shattered wooden ale cask, and a 20-foot-
             Secret Door. A fresco that depicts dwarves battling
                                                              long coil of hempen rope too old to be of much use.
           a black pudding conceals the secret door in the north
           wall. Bloodstains mar the carving, making the dwarves   20D. EMPTY ROOM
           look horribly wounded and giving the ooze a disgust-  Dwarves dug through the south wall of this room, hop-
           ingly realistic sheen. The secret door stands in a section   ing to find rich veins of mithral. Instead, they found iron
           of wall that bears the image of a dwarf wizard wielding   and poisonous gas. The room is empty, though charac-
           a staff. The staff is made of real iron and is partially em-  ters can hear the miners working in areas 20b and 20c.
           bedded in the stone.
            An arcane lock has been cast on the secret door. A   21.  C LEAN A I R STATION
           knock spell causes the door to swing inward, revealing
           a dusty tunnel that ends at a downward-spiraling stair-  The duergar come here to shake off the effects of the
                                                             poison gas. Runes are chiseled into the smooth gray
           case. Forcing open the magically locked door requires a
                                                             walls. A character who studies the runes and succeeds
           successful DC 25 Strength (Athletics) check. Touching
           an iron object to the iron staff in the fresco suppresses   on a DC 15 Intelligence (Arcana) check realizes they are
           the arcane lock spell for 1 minute.               part of an ancient spell that continually and perpetually
                                                             freshens the air in this room while hedging out poison-
           19B. EMPTY BARRACKS                               ous gases and similar effects, magical or otherwise.
           This room is empty.

           LEVEL 21  I TERMINUS LEVEL
  274
   270   271   272   273   274   275   276   277   278   279   280