Page 83 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 83

EXPLORING THIS LEVEL                              5. LOOTED RELIQUARY
            All location descriptions for the Lost Level are   This room once held ritual art and religious statuary.
            keyed to map 6.                                   Shelves and curios once lined the north and south walls
             Many of the stone doors on this level have been demol-  but now lie shattered and spread across the floor.
            ished by the umber hulks. Creatures can move through
            the debris without penalty.                       TREASURE
             Quartz pillars found throughout the Lost Level shed   The duergar who looted this room failed to appreciate
            bright light in a 20-foot radius and dim light for an ad-  the value of the art here. Characters who search the
           ditional 20 feet. Casting a successful dispel magic spell   room find a chipped, 10-inch-tall lapis lazuli statuette
           on a pillar (DC 12) extinguishes its magical light forever,   of a dwarf king (75 gp), a funeral shroud with shards of
           as does destroying the pillar. A quartz pillar is a Huge   blue quartz sewn into it (125 gp), and a 1-foot-tall, 3-foot-
           object with AC 11, 50 hit points, and immunity to poison   long alabaster triptych depicting a dwarven wedding
           and psychic damage. The quartz pillars aren't load-bear-  (250 gp). The triptych weighs 25 pounds.
           ing, and their destruction won't trigger a roof collapse.
                                                              6. WORKSHOP
           Characters who have the Stonecunning trait can discern
           this fact by examining the pillars (no check required).   Work Areas. Four work areas line the east wall, each
                                                                consisting of a stout desk and a swiveling stool.
           1.  UMBER HULK TUNNEL                              Lanterns. Above each stool, a lantern hangs by a chain
           This 8-foot-high tunnel was dug by the umber hulk in   anchored to the ceiling.
                                                              Metal Shop. A space dedicated to metalworking is
           area 26 and is strewn with debris. The tunnel splits into
           two branches before breaking into a dark dungeon corri-  housed in the southwest corner.
           dor on this level.                                   A search of  the work areas yields one set of  jeweler's
                                                              tools and one set of  tinker's tools. The lanterns above
           2. ACOLYTES' VESTRY
                                                              the work areas need oil but are otherwise functional.
           Claw  Marks. The walls are gouged with claw marks left   The metalworking space contains an adjustable
             by an umber hulk.                                wooden worktable, a conical iron furnace, and a cracked
           Wreckage. Three large wooden wardrobes have been   water barrel that now sits empty and dry. Tools, chain
             pulled over and smashed on the floor.            mail aprons, and leather gloves hang from hooks along
           Broken Door. The south door is smashed to bits.    the walls.

           TREASURE                                           7. LIBRARY AND SCRIPTORIUM
           A character who searches the wrecked wardrobes finds
                                                              Dwarves only rarely commit words to paper, making
           a hematite pendant in the shape of a mountain, inset
                                                              this dwarven library a rare find. Characters who make
           with a blue eye agate (25 gp). The pendant is a holy sym-
                                                              no effort to conceal their approach are detected by the
           bol of Dumathoin.
                                                              creatures in this room, which has a 20-foot-high vaulted
                                                              ceiling. The room contains the following:
           3. CLEANSING CHAMBER
                                                              Shelves. Scrolls bound in copper wire line stone
           Basins.  Three dry stone basins are evenly spaced
                                                               shelves embedded in the east and west walls.
             across the east wall.
                                                              Monsters. Four duergar are rooting through the col-
           Cabinet. The doors of a stone cabinet in the southwest
                                                               lected works, and a single cloaker lurks in the shad-
             corner hang open.
                                                               ows of the vaulted ceiling.
             The cabinet's former contents have been cast onto   Ladders. Sliding iron ladders on rails allow access to
           the floor: crumbling bars of soap, steel-bristled wooden   the tallest shelves, which top out at 15 feet high.
           brushes, and washcloths so old they disintegrate   Desks.  Two rows of  stone desks and chairs face the
           when handled.                                       entrance. The tops of the desks are angled slightly and
                                                               have inkwells carved into them.
           4. RANSACKED ROOM
                                                               Caught off guard by the arrival of  visitors, the duergar
           Duergar ransacked this chamber and left the door ajar.   instinctively enlarge themselves and attack. If  two duer-
           Ceremonial relics that once rested atop stone tables   gar fall in battle, the survivors turn invisible and flee to
           and sat in wall niches lie smashed and worthless on the   area 12 while the cloaker covers their escape.
           floor. These include iron censers, stone candlesticks,   The holy texts and scrolls in this room are brittle
           polished crystal orbs, and black funeral helms.   and fall apart easily. Most of the manuscripts describe
                                                              the day-to-day religious observations of the priests of
             SYMBOL OF 0UMATHOIN                              Dumathoin. A character who spends at least 1 hour
             Many areas of  this level feature the symbol of  Dumathoin,   poring over the archives can, with a successful DC 15
             a mountain peak with a gemstone at its heart. The symbol   Intelligence check, discern the location of the temple of
             is recognized by any character who succeeds on a DC 1  S   Dumathoin (area 15). The character also gains advan-
             Intelligence (Religion) check. Dwarves succeed on the   tage on ability checks to find secret doors on this level.
             check automatically.



           LEVEL 6  I LOST U'Vb L
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