Page 58 - Waterdeep - Dungeon of the Mad Mage_Neat
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SIDE QUEST: FREE ALUSSIARR ing down from Waterdeep and money fl.owing up into
Preeta Kreepa knows that Arcturia uses the blood of a House Rosznar's coffers as well as Azrok's war chest.
"magical man" named Alussiarr as a material component Azrok was intrigued by the proposition but found
in her horrid transformation rituals. She suggests that the Kressando condescending. He killed the nobleman for
characters free this man to prevent Arcturia from creating failing to show the proper respect. Kressando's gutted
new abominations. Preeta knows that Alussiarr is a pris- corpse was fed to the otyugh in area 17e, but Azrok kept
oner in Arcturiadoom, the fourteenth level of Undermoun-
the finger as a trophy. If the characters want to retrieve
tain, but she doesn't know that Alussiarr is a rakshasa.
the ring to complete a quest (see "Search for Kressando
Rosznar," page 8), they'll have to kill Azrok, charm
Treasure. Preeta carries a spellbook bound in lizard him into relinquishing it, or steal it while he's incapaci-
hide that contains all the spells she has prepared, plus tated. The warlord does not give it up otherwise.
animate dead, animate objects, and fabricate. Stay a While. If the characters are looking for a safe
place to rest and are on good terms with Azrok, Lurkana
21 N. AZROK'S HALL
orders one of the goblins to escort them to area 2li or
Two hobgoblins stand guard outside this building, one 211. After showing the characters to their quarters, the
in front of each door. They allow registered visitors to goblin tells them where they can buy adventuring gear
enter after checking their identification papers.
(area 21a) and rations (area 21t).
This structure once housed a dwarven smithy, and the
decor suggests as much. Its contents are as follows: 210. GOBLIN ORPHANAGE
Azrok and Lurkana. In the northeast part of the room, The sound of screaming goblin children issues from
Azrok the hobgoblin warlord sits on a throne of small cracks in the walls of this building. Inside, two
bleached skulls, with one foot resting on an iron anvil goblin bosses are minding twenty goblin children
and one hand on the pommel of his greatsword. He (noncombatants). The bigger children are being taught
wears a helm that covers most of his face and darkens how to bully the smaller ones, shoving them around and
his eyes. Whispering in his ear is his wife Lurkana, a hurling insults. The goblin bosses remain here even if
formidable hobgoblin captain. an alarm sounds elsewhere.
Goblinoids. Attending the warlord are two bugbears, Trinket. Various broken toys lie scattered about. A
four hobgoblins, and six goblins. One of the bugbears thorough search yields an intact trinket (roll on the Trin-
has an intellect devourer hidden in its skull and acts kets table in chapter 5 of the Player's Handbook).
as a spy for Xanathar while feigning loyalty to Azrok.
Worgs. Gnawing on humanoid bones in the south- 21P. ARCH GATE TO LEVEL 6
Embedded in the west wall of this otherwise empty
west part of the room are two worgs loyal to Azrok
and Lurkana. chamber is an arch gate to level 6 (see "Gates," page
12). The keystone of this arch is carved to look like
Adventurers brought before Azrok are expected to of- a gold dragon wyrmling, its mouth agape. The rules of
fer tribute. He is more interested in oaths of fealty than this gate are as follows:
in tangible gifts, but he accepts whatever he's offered.
• The gate opens for 1 minute when a gemstone worth
Unless the characters make fools of themselves, Azrok
at least 100 gp is placed in the dragon's mouth, which
grants them his protection for the duration of their stay
causes the dragon head to animate and chomp down
in his settlement. Any character who interacts with him
and succeeds on a DC 17 Wisdom (Insight) check real- on the gem (destroying it).
izes that the hobgoblin warlord is blind but is hiding that • Characters must be 9th level or higher to pass through
fact, never looking directly at anyone. The characters this gate (see "jhesiyra Kestellharp," page 10). The
first creature to pass through the gate triggers an el-
also see a ghastly pendant on a cord around his neck- a
severed human finger that wears a platinum signet ring der rune (see "Elder Runes," page 12).
(see "Lord Rosznar's Ring" below). • A creature that passes through the gate appears in
area 36c on level 6, in the closest unoccupied space
When the characters are done speaking with Azrok,
next to the identical gate located there.
Lurkana takes them aside and offers them a quest (see
"Side Quest: Retrieve Azrok's Dagger," page 44). If
21Q.. MORGUE
they refuse, Lurkana scowls and kicks them out. Nine drow zombies stand perfectly still in the middle of
If combat breaks out, the hobgoblins stationed outside this room, which is cluttered with cobwebs, rubble, and
immediately raise a general alarm, causing all forces
wreckage. The zombies obey Preeta Kreepa (see area
loyal to Azrok to converge on the area.
2lm) and attack anyone else who gets too close.
Lord Rosznar's Ring. The ring worn around Azrok's
neck bears the symbol of House Rosznar of Waterdeep: 21R. AZROK AND LURKANA'S QUARTERS
a diving white falcon on a field of blue. Inscribed on the Standing in front of the door to this chamber is a tired
inside of the band are the words "To Kres- Fly high and goblin named Salt Nose, so named because he has
stoop swift." The ring is worth 25 gp. white freckles on his broad snout. He's suffering from
The finger upon which the ring rests once belonged three levels of exhaustion and is trying to keep a 10-foot
to Kressando Rosznar, who came to Azrok's Hold after pole steady with trembling hands. From the top of the
failing to make progress in dealings with the Xanathar pole hangs Azrok's banner: a bloody handprint inside a
Guild in Skullport. The young nobleman was looking to hollow red triangle on a sheet of yellow-dyed flesh.
set up a slavery ring in Undermountain, with slaves fl.ow-
LEVEL 3 I SARGAUTH LEVEL
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