Page 91 - Waterdeep - Dungeon of the Mad Mage_Neat
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29E. HIDDEN ALCOVE                                 Statues. Alcoves to the north hold four identical statues,
            A secret door in the back wall of the alcove opens   each one bearing the likeness of a 10-foot-tall dwar-
            into area 29f.                                      ven king of  stern visage.
                                                               Hidden Grave. The 20-foot-by-30-foot section of floor
            29F. TRUE TOMB                                       in the middle of the room is covered with breakaway
            A stone dais supports the true sarcophagus of King Me-  stone tiles. (These tiles cover a grave.)
            lair- a perfectly cut slab of white marble with the name   Tapestry. A torn tapestry hangs from an iron rod
            "Melair" etched in silver atop it in Dwarvish lettering.   mounted to the south wall. The tapestry depicts King
            The lid of the sarcophagus can be lifted by creatures   Melair and his guards fighting a bulette in a gem-en-
            with a combined Strength of 20 or more.             crusted cavern.
              Treasure. Inside the sarcophagus is the mummified   Any character who has the Stonecunning trait notices
            corpse of the dwarf king, clad in burial robes and clutch-  the breakaway section of floor immediately (no check
            ing an adamantine war pick. A sentinel shield bearing
                                                               required). Others who search the floor for traps notice
            the symbol of Dumathoin rests atop the king's legs.
                                                               the breakaway tiles with a successful DC 15 Wisdom
              Characters who sever one of the king's desiccated   (Perception) check. Beneath the breakaway stone tiles,
            hands can use it to open the basalt doors in area 15.
                                                               an earth-filled cavity holds an undead bulette. Once all
                                                               four exits are blocked by the statues, the undead bulette
            30. MUMMIFICATION CHAMBER
                                                               erupts from the floor and attacks all creatures in the
            Stone Block. In the middle of the room rests a granite   room. This creature is a bulette, with these changes:
              block 8 feet long, 3 feet wide, and 2 feet tall.
                                                               •  It is undead and has 125 hit points.
            Urns. Sixty limestone urns rest in dusty wall niches.
                                                               •  It has vulnerability to radiant damage, resistance to
              The dwarves once mummified their dead atop the     necrotic damage, and immunity to poison damage and
            stone block, which has shelves built into its sides. The   the poisoned condition.
            funeral wrappings and embalming ftuids once held here   If it has nothing to attack, the undead bulette burrows
            have either turned to dust or been destroyed.
                                                               back down into its earthen cavity.
              Each limestone urn is sealed with wax. An urn con-
            tains the desiccated internal organs of a dead dwarf,   33B. SPIKED PIT
            removed during mummification.                      This hidden pit is 10 feet wide, 30 feet deep, and lined
                                                               with adamantine spikes. A character who searches the
            31.  REST AREA
                                                               ftoor for traps and succeeds on a DC 15 Wisdom (Per-
            This empty, dead-end area makes a good place for the   ception) check spots the trap.
            characters to rest.                                 When a weight of 50 pounds or more is placed on
                                                               the cover of the pit trap, it swings open like a trapdoor,
            31A.  OPEN PIT                                     causing any creature standing on it to fall in. The crea-
            A 10-foot-wide, 20-foot-deep pit stands open between   ture takes 10 (3d6) bludgeoning damage from the fall
            parallel corridors to the north and south. The springs   and 11 (2dl0) piercing damage from the spikes. The
            that held the pit's cover shut have rusted to the point of   pit remains open for 1 minute; then its cover rises up
            malfunction, exposing the trap.                    on hidden springs and snaps shut. A successful DC 20
                                                               Strength check can pry the pit open. A character in the
            31B.  EMPTY ROOM
                                                               pit can try to disable the spring mechanism from the
            Once used as quarters by Undermountain engineers,
                                                               inside with a successful DC 15 Dexterity check using
            this room now contains nothing but dust.
                                                               thieves' tools, provided that the mechanism can be
                                                               reached and the character can see it.
            32. FALSE HALASTER
            The characters encounter an invisible, wandering gray   34. REFECTORY RAMPAGE
            slaad here. The slaad serves Halaster willingly and   The doors leading to this section of the dungeon have
            is tasked with killing adventurers on sight. Using its   been smashed to pieces, and characters approaching the
            Shapechanger trait, the slaad has assumed Halaster's
                                                               area can hear large creatures wreaking havoc within.
            appearance, which becomes apparent when it swings its
            greatsword and ceases to be invisible.             34A. TEMPLE REFECTORY
                                                               Umber Hulks. Two umber hulks stomp about the
            33.  GHOHLBRORN'S  GRAVE
                                                                room. They attack other creatures on sight.
            The Dwarvish word for bulette is "ghohlbrorn," and one   Wreckage. Smashed dining tables and benches create a
            of King Melair's greatest battles was fought against such   makeshift obstacle course and provide cover.
            a creature. After defeating the bulette, the king had its   Arch Gate to Level 12. A stone arch is embedded in the
            body animated to serve as an undead guardian.        middle of the south wall.
                                                                The arch is one of Halaster's magic gates (see "Gates,"
            33A. TOMB OF THE GHOHLBRORN
            This chamber has a ftat, 30-foot-high ceiling and 10-foot-  page 12). Carved into its keystone is an image of a
                                                               hand pouring ale from a flagon. Its rules are as follows:
            high tunnels exiting it to the west, south, and east.


            LEVEL 6  I LOST L£V£L
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