Page 83 - Waterdeep - Dungeon of the Mad Mage_Neat
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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

