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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