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not bestowed on any character who releases one or both   Treasure. Scattered among the bones at the south
           mariliths that are trapped in the crystal menhirs (see   end of the tunnel are 1,300 sp, 600 gp, and a thin gold
           "Standing Gate to Level 19" below).                playing card stamped with the image of a masked man
             Nycaloth. Raxxus serves as the planetar's execu-  and titled "The Thief." The card is worth 10 gp and com-
           tioner, ready to step forward and slay whatever Fazrian   pletes a deck of cards found in area lOb.
           commands it to kill. Raxxus can summon other yugo-
           loths (as described in the "Variant: Yugoloth Summon-  24. SECRET VAULT
           ing" sidebar in the "Yugoloths" entry in the Monster
                                                              This oval chamber has a domed ceiling 20 feet high, as
           Manual) and tries to do so if reinforcements are needed.
                                                              well as the following features:
           Characters who defeat the planetar can tempt Raxxus
           with a bribe. Treasure in the amount of 10,000 gp or   Bloody Hand. Dry blood stains every surface except for
           more can change the nycaloth's attitude toward the   a patch in the shape of  a giant hand on the back wall.
           party from hostile to indifferent; treasure in the amount   Head and Mace. Piled in the middle of  the room are ten
           of 25,000 gp or more changes its attitude to friendly.   shattered stone chests. A mace and a headless human
           Raxxus won't hurt the characters if it's indifferent   corpse lie on the floor next to this rubble. The corpse's
           toward them and helps the characters if  it's friendly to-  severed head lies a few feet away. Maggots feast on
           ward them. The nycaloth's disposition reverts to hostile   the rotting remains.
           if the characters threaten it or fail to make payment in a   Any character who succeeds on a DC 15 Intelligence
           reasonable amount of time.                         (Religion) check realizes that the hand shape on the
             Standing Gate to L· evel 19. The crystal menhirs are   back wall resembles the symbol of  Torm.
           indestructible and form one of Halaster's magic gates   Characters who witnessed the ghostly scene in area
           (see "Gates," page 12). Striking either menhir with a   7 recognize the corpse as that of the cleric in the vision.
           hard object or targeting one or both with a shatter spell   Brythia Mulspeer and her adventuring companions
           deals no damage, but causes an affected standing stone   were exploring Undermountain when the perils became
           to emit a loud ringing that awakens the marilith demon   too much for them. Brythia petitioned Torm for aid, and
           inside. Nothing else causes these demons to awaken.   Fazrian answered the summons. The planetar provided
             The first thing an awakened marilith does is free itself   much-needed assistance and healing, then chose to
           using its Teleport action option. The mariliths are hos-  remain by Brythia's side as the adventurers descended
           tile toward all creatures that aren't demons, and they de-  deeper into Undermountain. When blood lust finally
           spise angels most of all. If a marilith is released in Faz-  took hold of the planetar, it turned on the adventurers
           rian's presence, the demon and the angel fight until only   and decapitated Brythia with its greatsword. This for-
           one is left standing. If the planetar is forced to fight one   mer cleric of  Torm can be questioned using speak with
           marilith by itself, assume that Fazrian emerges victori-  dead. Having succumbed to Fazrian's blood lust, Brythia
           ous with 60 hit points remaining. If  forced to fight both   wishes only to see the planetar redeemed.
           mariliths by itself, Fazrian is killed and each demon is
           left with 60 hit points.                           TREASURE
             After being released from its menhir, a marilith can be   The mace is a mace of  smiting that belonged to Brythia.
           magically compelled to divulge the command word that   Characters who witnessed the ghostly scene in area 7
           activates the gate. A legend lore spell or similar magic   recognize the mace as the weapon used by the cleric in
           also reveals the command word. The current command   that vision.
           word is "Yuraj," but Halaster changes it every few days.   The stone chests once contained coins hidden here by
           The rules of this gate are as follows:             Melairkyn dwarves. The duergar broke open the chests
                                                              and dumped the coins in a mining cart in area 18d.
           •  The gate opens for 1 minute if a creature speaks the
             proper command word within 10 feet of it.
           •  Characters must be 15th level or higher to pass   AFTERMATH
             through this gate (see "Jhesiyra Kestellharp," page   Fazrian's death enables the duergar to regain control of
             10). The first creature to pass through the gate trig-  the Terminus Level. Valtagar has no immediate plans
             gers an elder rune (see "Elder Runes," page 12).   other than to fortify the level and prepare for his even-
           •  A creature that passes through the gate appears in   tual return to Gracklstugh.
             area 7 on level 19, in the closest unoccupied space   Any yugoloths that remain make the best of  a bad
             next to the similar gate located there.          situation. Aximus and Exekarus are more likely to aJly
                                                              with the duergar than with a band of  adventurers, while
           23C.  GARBAGE  D ISPOSAL
                                                              Raxxus prefers to accompany the adventurers rather
           A 20-foot-wide, 20-foot-high tunnel at the bottom of  the   than stay with the duergar. If  Xindulus is alive, the ul-
           pit in area 23b leads south before coming to a dead end.
                                                              troloth takes its chances in Shadowdusk Hold (level 22),
           The floor of the tunnel is covered with bones, bits of  ad-
                                                              trying to forge an alliance with the death knights there.
           venturing gear, and other debris.
                                                               Regardless of what happens, the Mad Mage contin-
             At the end of the tunnel lurk three hungry otyughs.
                                                              ues to use the Terminus Level as a dumping ground for
           When they detect other creatures in the pit, they rush   failed monster experiments. Characters who leave the
           forth and attack while using their Limited Telepathy to   level and later return might encounter one or more of
           taunt prey.
                                                              these horrors.
           L£VE1  21  I TERMINUS LP.VF.l.
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