Page 89 - Waterdeep - Dungeon of the Mad Mage_Neat
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21.  GEM-CUTTERS' WORKSHOP                         •  A creature that passes through the gate appears in
                                                                area 20c on level 2, in the closest unoccupied space
            An umber hulk barged into this room from the north   next to the identical gate located there.
            and exited to the south, destroying two stone doors and
            much of the room. This area contains the following:
                                                               25. D WARVEN D EN
            Quartz Pillars. Four quartz pillars fill this room with   Stone couches and tray holders occupy the northeast
              bright light.
                                                               and southwest corners. Lying on the dusty floor beneath
            Work Areas. Four work areas in the middle of the room
                                                               one of the couches is an iron key that unlocks the double
              meant for gem-cutting have been reduced to rubble.
                                                               doors to area 10. A search of the room reveals the key.
              A character who searches through the rubble can sal-
            vage one set of jeweler's tools.                   26. SACRED S PIRITS
                                                               Characters approaching this room hear a loud ruckus.
            22.  GEM EXTRACTIO N
                                                               The chamber's stone door has been smashed to rubble,
            Rocks containing gemstone deposits would be trans-  and a hostile umber hulk is laying waste to the room.
            ported to this area to have the gems expertly extracted   The hulk's tremorsense allows it to detect other crea-
            by the Melairkyn dwarves.                          tures approaching on foot. When the characters get
                                                               close, it crashes through the wall north of the doorway,
            22A. XORN ORTS                                     hoping to surprise them.
            Tables. Four 20-foot-long, 5-foot-wide, 3-foot-high stone   The dwarves kept alcoholic spirits here. The bever-
             tables stand in the middle of the room.           ages are long evaporated, and the umber hulk has pul-
            Xorn. Piles of broken rocks surround the tables, some   verized the stone shelves, vats, and bottles that remain.
             as high as 6 feet. A xorn is picking through the rocks   Nothing here is salvageable.
             and licking the gem dust off them.
                                                               27. ARCH GATE T O  LEVEL 4
             If it notices the characters, the xorn approaches them
            and demands gemstones and precious metals, speak-  Embedded in the south wall is an archway with six
            ing in Terran. The xorn can sense if the characters are   shallow, empty niches carved into it. The wall inside the
                                                               arch is carved with a stylized image of a mountain with
            carrying such treasure, and it attacks if its demands
            aren't met.                                        a sun above it.
                                                                The arch is one of Halaster's magic gates (see "Gates,"
            22B.  OPEN PIT                                    page 12). Its rules are as follows:
            The dwarves disposed of rocks by casting them into   •  If the elf figurine taken from Skella in area 15a
            pits. When a pit became full, it was covered using stone   is touched to the sun symbol, the gate opens
            shape spells and a new pit was created.             for 1 minute.
             This open pit is 10 feet wide and 70 feet deep, but   •  Characters must be 8th level or higher to pass through
            it's filled with rocks to a depth of 50 feet. Creatures   this gate (see "Jhesiyra Kestellharp," page 10). The
            knocked into the pit fall 20 feet, taking 7 (2d6) bludgeon-  first creature to pass through the gate triggers an el-
            ing damage.
                                                                der rune (see "Elder Runes," page 12).
                                                              •  A creature that passes through the gate appears in
            23. STRIPPED  R OOM
                                                                area 10 on level 4, in the closest unoccupied space
            Four quartz pillars illuminate this otherwise empty   next to the similar gate located there.
            room. Temple guests used to be quartered here, but
            Halaster had the area stripped of its furnishings   28. FALSE T OMB
            years ago.
                                                              This chamber is dressed to fool treasure seekers into
                                                              thinking they have found the tomb of the Melairkyn
            24. ARCH  GATE TO LEVEL 2
                                                              king. Its features are as follows:
            Temple workers were once housed here, but Halaster
                                                              Quartz Pillars. Six glowing quartz pillars fill the room
            had this chamber's furnishings destroyed. The room is
                                                                with bright light.
            now empty except for an arch gate set into the east wall   Detr itus. Rusted helms, shields, armor fragments,
            (see "Gates," page 12). Carved into the arch gate's   and weapons cover the floor. This detritus makes the
            keystone is an image of a rust monster. The rules of this   entire room difficult terrain. (The arms and armor
            gate are as follows:
                                                                were fashioned by ores, goblinoids, drow, duergar, and
            •  Touching the arch with a nonmagical item made    other enemies of the dwarves. No dwarven items can
             entirely of ferrous metal (such as an iron spike) re-  be found among the wreckage.)
             duces the item to powdered rust and opens the gate   Sarcophagus. A deep alcove in the north wall is mostly
             for 1 minute.                                      clear of metal wreckage and contains a shattered
           •  Characters must be 6th level or higher to pass through   stone sarcophagus. Engraved in the back wall of the
             this gate (see "jhesiyra Kestellharp," page 10). The   alcove is a Dwarvish inscription that reads, "Our king
             first creature to pass through the gate triggers an el-  is with the gods. Here lie his bones."
             der rune (see "Elder Runes," page 12).           Secret Door. A secret door in the south wall swings
                                                                open into area 29a.


            LEVEL 6  I LOST LEVEL
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