Page 87 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 87

TREASURE                                           golem and depart the temple. Being lawful, she is in-
            A spell scroll of mass cure wounds is buried under the   clined to uphold her end of the agreement as long as the
            pile of  torn-up sermons next to the desk. A character   characters don't cross her.
            who searches the pile finds it automatically.        Treasure. Skella wears a gem-studded cloak fit for a
                                                               king (worth 750 gp, and stolen from area Uc). Fastened
            14.  GRAND VESTIBULE                               to her belt in plain view is a small gold figurine of  a
                                                               female elf holding up a symbol of the sun (25 gp). This
            Rough Walls. The walls of this area are roughly hewn
              to give the room a cavern-like appearance.       figurine is the key to opening the arch gate in area 27.
            Quartz Pillars. The glow from four quartz pillars re-  Tucked in a sheath strapped to Skella's right boot is
              flects off flecks of  quartz embedded in the walls.   a dagger of  blindsight. The magic dagger was stolen
            Engraved Doors. The double doors to the south are   from the hobgoblin warlord Azrok on level 3 and is the
              engraved with the image of a mountain with a gem-  subject of a potential side quest (see "Legion of  Azrok,"
              shaped indentation at its core (the symbol of Du-  page 43). This rare magic item requires attunement.
              mathoin). The edges of the indentation serve as han-  A creature attuned to it gains blindsight out to a range of
              dles that enable the doors to be pulled open.    30 feet. The dagger has a saw-toothed edge and a black
            Secret Door. A secret door in the east wall opens into a   pearl nested in its pommel.
              dusty, cobweb-filled corridor that connects to area 13.   Two other duergar carry treasures plundered from the
              Characters inside the tunnel can spot the secret door   other areas of this level in gray, soot-stained sacks. The
              at either end of it without having to make a check.   sacks contain the other items stolen from area llc-an
                                                               onyx smoking pipe (75 gp), a fist-sized diamond (1,000
              The first time a creature passes between the quartz   gp), a red crystal tankard (250 gp), an elf warrior's
            pillars to the north, a booming, disembodied voice says   golden gauntlet (250 gp), and a golden belt with an ob-
            in Dwarvish, "Neither secrets nor treasures shall ye   sidian buckle and studs (250 gp).
            find! Turn back! Ye are not welcome here!" Characters
            who have heard Halaster speak recognize the voice   15B. DAIS
            as his. Once all creatures leave this area, the magical   Corpses. Four mutilated duergar corpses are sprawled
            warning resets.                                     on the steps of the dais.
                                                               Altar and Statues. A clay altar is flanked by 10-foot-tall
            15. TEMPLE OF DUMATHOIN                             statues of  dwarves outfitted in ceremonial purple-
            This huge chamber has been sculpted to resemble a cav-  and-gold armor and eyeless helms. (The statues are
            ern with a 30-foot-high vaulted ceiling.            impressive-looking but harmless.)
                                                               Basalt Doors. At the back of the dais stands a set of
            15A.  NAVE                                          double doors made of  carved black basalt, flanked by
            Monsters. Eight duergar plus their leader, a half-shield   two glowing quartz pillars. Above the double doors
              dwarf, half-duergar named Skella Ironeye, are scat-  is a bas-relief carving of  a mountain with a gem at its
              tered throughout the area. Two cloakers flap above   heart (the symbol of Dumathoin).
              them, circling the nave at a height of 20 feet. The   The altar is a block of  clay 7 feet long, 4 feet wide, and
              cloakers consider the duergar their allies.      3 feet high. When any creature moves within 20 feet of
            Quartz Pillars. Glowing quartz pillars stand around   it, an 8-foot-tall clay golem with dwarf-like proportions
              the temple perimeter, carved to look like natural col-  erupts from an extradimensional space inside the altar.
              umns. The glowing pillars have the appearance of but-  The golem can exit or enter the altar as an action. The
              tresses, but only the four stone pillars in the middle of   altar is impervious to damage.
             the nave support the roof.                         The golem can't be reasoned with. It enters the altar
            Dais. At the south end of the temple, stone steps climb   again only if  it perceives no threats on the dais. If  it goes
              10 feet to a golden marble dais (area 15b).      berserk, the golem abandons its role as guardian and
             Although her mother was a shield dwarf, Skella has   leaves the dais in pursuit of fleeing creatures.
            the statistics of a duergar with 40 hit points. She has   If  the characters defeat the golem or lure it away, any
            also attuned to a magic dagger that gives her blindsight   duergar in the temple seize the chance to approach the
            out to a range of 30 feet (see "Treasure" below).   black basalt doors and inspect them more closely.
             When Skella and her duergar subordinates climbed   Basalt Doors. These matte black doors are imper-
            to the top of the dais, the altar there released a clay   vious to damage and held shut by a power that neither
            golem that attacked them (see area 15b). Four duergar   magic nor force can overcome. The doors appear to ab-
            were smashed to a pulp before Skella realized that their   sorb all light, but a close inspection reveals Dwarvish in-
            weapons were having no effect on the golem. She or-  scriptions carved into them that translate as follows: "It
            dered her remaining forces to fall back, whereupon the   is the will of the Keeper of  Secrets under the Mountain
            golem withdrew to the altar once more.            that only the hand of the king may open these doors.
             Skella is prepared to let the adventurers take a crack   Let all who enter gaze upon the heart of Melairbode and
            at defeating the golem, so that she can find out what lies   know the true power of  dwarvenkind." Any character
            beyond the basalt doors. When the characters arrive,   who succeeds on a DC 20 Intelligence (History) check
            she tries to forge a truce with them, promising them   knows that Melairbode is the name of  the ancient dwar-
            safe passage through the Lost Level if they defeat the   ven realm beneath l.Vli;unt Waterdeep, whose Underhalls
                                                              were the foundations of Undermountain.

            LEVEL 6  (  LOST  LEVEL
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