Page 90 - Waterdeep - Dungeon of the Mad Mage_Neat
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Dwarven bones are scattered around the smashed check using thieves' tools, as long as the character can
sarcophagus, but a character who studies the wreckage reach the mechanism at the top of the pit and can see.
and succeeds on a DC 20 Intelligence (Investigation) Hidden among the flagstones on the pit's floor is a
check can tell that the scene has been cleverly staged to stone button that, when pressed, unlocks the secret door
fool tomb robbers. to area 29d. A character who searches the bottom of the
pit can find the button with a successful DC 12 Wisdom
29. KING MELAIR'S LOST TOMB (Perception) check.
The dwarves have left many surprises here to prevent 29D. Goos AND DEMONS
tomb robbers from reaching their king's resting place.
Statues. Watching over this chamber are four 9-foot-tall
29A. SECOND FALSE TOMB stone statues of imperious dwarves.
Tapestry. Hanging on the south wall between the
Ceiling. This tomb has a 10-foot-high, vaulted ceiling.
statues of Morad in and Berronar is a thick tapestry
Sarcophagus. A black marble sarcophagus flecked with
gold stands close to the south wall, its lid carved in the depicting King Melair, his adamantine war pick in
hand as he battles a purple worm. (The tapestry is too
likeness of a dwarf king.
moldy and frayed to be worth anything.)
Crystal Panels. Ten glittering panels are set into the
Magic Wall. The wall behind the tapestry is a magical
west, south, and east walls. Each panel is a 6-foot-tall,
conjuration. It doesn't detect as such under the scru-
3-foot-wide, 1-inch-thick rectangle of golden crystal,
tiny of a detect magic spell, but it vanishes if targeted
carved with the bas-relief image of a dwarf warrior
clutching a battleaxe. (The panel in the middle of the by a successful dispel magic spell (DC 16). It also
ceases to exist while contained in the area of an anti-
south wall is set into a secret door that swings open
magic field spell. It otherwise looks and feels solid.
into area 29b.)
The statues represent the dwarven deities Moradin
The lid of the sarcophagus can be lifted by creatures
(god of creation), Berronar Truesilver (god of hearth and
with a combined Strength of 20 or more. Removing the
home), Clangeddin Silverbeard (god of battle), and Mar-
lid triggers a magic mouth ·spell that admonishes inter-
thammor Duin (god of exploration). A demon is trapped
lopers in Dwarvish: "You dishonor our beloved king!
May his tomb become yours as well!" After this warning, in each statue (see "Trapped Demons" below).
all ten battleaxes break free of their panels (whether on Each statue is a Large object with AC 15, 100 hit
points, and immunity to poison and psychic damage.
the walls or not; see "Treasure") and attack the tomb's
interlopers. Use the flying sword statistics for each Toppling a statue requires a successful DC 22 Strength
crystal battleaxe. (Athletics) check. A statue that topples or takes 10 or
The sarcophagus contains tatters of a black shroud, more damage cracks enough for the demon inside to
erupt in a cloud of reeking black mist. It then coalesces
the dust and bones of a nameless dwarf, and the bones
into it~ true form in the nearest unoccupied space.
of a mole that was accidentally sealed in with the
Trapped Demons. The Melairkyn dwarves trapped
dwarf's remains.
Treasure. The crystal panels can be carefully pried four demons in the statues after attempts to banish the
from the walls. Each panel weighs 50 pounds and is fiends failed- a barlgura in the statue of Moradin, a
worth 500 gp, or 50 gp without its crystal battleaxe. hezrou in the statue of Berronar, a vrock in the statue
of Clangeddin, and a glabrezu in the statue of Martham-
29B. FIRST INTERSTITIAL HALL mor. Over the centuries of its confinement, the glabrezu
This hall is choked with dust and cobwebs. It ends in an has learned how to telepathically contact creatures in
unlocked door that opens into the next hall. this room. Using its telepathy, it tries to trick an inter-
loper into freeing it. Though the other three demons
29c. SECOND INTERSTITIAL HALL have telepathy, they are not powerful enough to use the
This hall is choked with dust and cobwebs. It ends in a ability while trapped in their statues.
blank wall that holds a hidden secret door. The secret The glabrezu makes telepathic contact with one char-
door is locked, and the mechanism to unlock it is located acter at random, congratulating that character on mak-
at the bottom of a hidden pit. ing it this far and claiming to have the knowledge and
Pit Trap. The pit in this hall is 10 feet wide and 30 feet power to reveal the way to King Melair's true tomb. It
deep. A character who searches the floor for traps and promises (truthfully) to do so in exchange for its release
succeeds on a DC 20 Wisdom (Perception) check spots from captivity. If the glabrezu is released, it casts dispel
the trap. When a weight of 50 pounds or more is placed magic on the wall behind the tapestry, granting access
on the cover of the pit trap, the cover swings open like to areas 29e and 29f, then lets the characters desecrate
a trapdoor, causing any creature standing on it to fall in King Melair's tomb before it attacks them. If it needs al-
and take 10 (3d6) bludgeoning damage. The pit remains lies, it knocks over more of the statues to free the other
open for 1 minute; then its cover rises up on hidden demons. These weaker demons obey the glabrezu for as
springs and snaps shut. A successful DC 20 Strength long as it benefits them to do so.
check can pry the pit open. Hammering spikes or pitons If the first character it approaches refuses to help the
into the edge of the pit's lid prevents it from opening. glabrezu escape, it makes contact with each of the other
A character in the pit can disable the spring mecha- party members in turn. If it realizes none of the charac-
nism from the inside with a successful DC 15 Dexterity ters can be swayed, it screams vile epithets and vows to
destroy them whenever it is set free.
LEVEL 6 I LOST LEVEL

