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8. UMBER  HULK TUNNEL                              so. If a character tries to deceive the dragon, it can make
                                                              a Wisdom (Insight) check contested by the character's
           An umber hulk dug this tunnel, which descends hun-
                                                              Charisma (Deception) check to see through the decep-
           dreds of feet to area 1 on level 6.
                                                              tion. A character who is caught lying to the dragon can
                                                              never win back its trust.
           9. D RAGON'S  PLATFORM
                                                               If the dragon is incapacitated, a character can use
           Stone Platform. Built atop a natural mound of earth   an action to try to pull Tearulai from Valdemar's skull,
             and rock is a 70-foot-long, SO-foot-wide, 10-foot-high   doing so with a successful DC 13 Strength check. Re-
             stone platform covered with moss and ivy. Connected   moving the longsword in this way restores the dragon's
             to the platform are two stone walkways raised atop   evil alignment and personality. From that point on, the
             20-foot-high marble columns.                     dragon considers Wyllow its mortal enemy.
           Bridge. A stone bridge on the platform spans the river
             to the east. (See area 10 for more information on   TEARULAI
             the bridge.)                                     The longsword, Tearulai, is a sentient, neutral good
           Building. A mossy staircase climbs the south wall to the   sword of sharpness with an emerald-colored blade and
             top of the platform. There stands a 15-foot-high stone   precious gemstones embedded in its hilt and pommel.
             building with a commanding view of the river and   The sword's magical properties are suppressed until it
             stone doors set into its north, west, and south walls.   is removed from Valdemar's skull.
             A crumbling faux battlement surrounds the fiat roof,   Evil creatures can't attune to Tearulai; any evil crea-
             atop which sleeps a young green dragon with irides-  ture that tries to do so takes 20 psychic damage. The
             cent scales. A sword is lodged hilt-deep in its skull.   weapon's emerald blade can't be damaged or dulled,
                                                              and the sword can't be teleported anywhere without its
           BUILDING INTERIOR                                  wielder while the two are attuned to one another.
           The building's outer doors are unlocked and push open   Spells. The sword has 6 charges and regains ld4 +
           to reveal a dark, dusty room strewn with treasure accu-  2 expended charges daily at dawn. A creature attuned
           mulated by the dragon (see "Treasure" below).      to the sword can use an action and expend 1 or more
             Arch Gate to Level 6. A door in the northeast corner   charges to cast one of the following spells from it with-
           leads to a smaller chamber with an arch gate set into   out material components: fly (2 charges), polymorph (3
           the back wall (see "Gates," page 12). The arch is en-  charges), or transport via plants (4 charges).
           graved with images of dancing dwarves. The rules of   Sentience. The sword has an Intelligence of 17, a
           this gate are as follows:                          Wisdom of 12, and a Charisma of 20. It has hearing and
                                                              truesight out to a range of 120 feet. It communicates
           •  Standing within 5 feet of the arch and imitating the
                                                              telepathically with its attuned wielder and can speak,
             moves of the dancing dwarves causes the gate to open
             for 1 minute. The dance requires 1 minute to perform.   read, and understand Common, Draconic, Elvish, and
           •  Characters must be 9th level or higher to pass   Sylvan. In addition, the sword can ascertain the true
                                                              value of any gemstone brought within 5 feet of it.
             through this gate (see '']hesiyra Kestellharp," 10).
                                                               Personality. Tearulai admires great beauty, music,
            The first creature to pass through the gate triggers an
            elder rune (see "Elder Runes," page 12).          fine art, and poetry. Vain, the weapon strives to improve
           •  A creature that passes through the gate appears in   its appearance. It craves gemstones and seeks out bet-
                                                              ter ones with which to adorn itself. Most of all, it longs
            area 10 on level 6, in the closest unoccupied space
                                                              to return to the forests around Myth Drannor, where it
             next to the identical gate located there.
                                                             was created. If its wielder's goals run counter to its own,
            Treasure. The treasures inside the building are   Tearulai attempts to take control of its wielder and es-
           as follows:                                       cape Undermountain, whereupon it can use its transport
           •  3,500 gp, 6,000 sp, and 15,000 cp in loose coinage   via plants spell to return whence it came.
           •  A 500 gp black pearl with a minor magical property (it
            glows faintly when undead are within 120 feet of it)   10.  MOSSY STONE BRIDGE
           •  A potion of gaseous form                       An arching bridge of moss-covered stone spans the
           •  A spell scroll of heroes' feast                River of the Depths at a height of 30 feet, connecting the
                                                             dragon's platform (area 9) to a rough-hewn tunnel that
           GREEN DRAGON
                                                             eventually winds down to level 7. Obscured by the moss
           While asleep, the dragon relies on its passive Wisdom   are carvings of trees and vines.
           (Perception) score to detect the approach of intruders
           by scent and sound. The dragon feeds mostly on blind   11.  WE ALL FLOAT DOWN HERE
           fish and prefers to be left alone. If attacked, it lets out a
                                                             A dead grim lock in a forlorn passageway is evidence of
           roar loud enough to be heard throughout Wyllowwood.
                                                             danger on the underground river.
           Wherever she is, Wyllow hears the roar and comes to
           the dragon's defense.
                                                             llA. FALSE BOAT
            The dragon, Valdemar, refers to itself as Tearulai and   Tethered to the mouth of a narrow cave at water level is
           won't willingly part with the sword stuck in its skull. Nor
                                                             what appears to be an intact wooden rowboat that can
           will it allow characters to enter the building or use the   hold up to four characters and their equipment. The boat
           gate inside unless they have Wyllow's permission to do
                                                             and its tether are, in fact, a Large mimic with 67 (9d10
           LEVEL 5  I WYLLOWWOOD
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