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A dwarf priest named Mornhyld Crystalmantle bound   ARCH GATE TO LEVEL 11
             her spirit to Undermountain for eternity. Most of her   The arch embedded in the east wall is one of Ha laster's
             bones turned to dust long ago. What's left of the dwarf   magic gates (see "Gates," page 12). Carved into the
             floats above the shattered coffer, courtesy of Halaster's   arch's keystone is a hand-shaped indentation with a sigil
             magic. Casting a successful dispel magic spell on the   representing magic scribed into the palm. The rules for
             bones (DC 16) ends the effect and causes the skeletal   this arch are as follows:
             remains to clatter to the floor.
                                                               •  Casting the mage hand cantrip and pressing its spec-
               Mornhyld's disembodied spirit can sense when any
                                                                 tral fingers into the keystone's indentation opens the
             humanoid moves within 5 feet of the bones, and it im-
                                                                 gate for 1 minute.
             mediately tries to possess that creature. The target must
                                                               •  Characters must be 11th level or higher to pass
             succeed on a DC 18 Charisma saving throw or become
             possessed by Mornhyld. While possessed, the target   through this gate (see "Jhesiyra Kestellharp," page
                                                                 10). The first creature to pass through the gate trig-
             is incapacitated and loses control of its body, though it
                                                                 gers an elder rune (see "Elder Runes," page 12).
             retains its awareness. The possession lasts until the
                                                               •  A creature that passes through the gate appears in
             target's body drops to 0 hit points, the target leaves
             the room, Mornhyld's spirit ends the effect as a bonus   area 2b on level 11, in the closest unoccupied space
             action, or the spirit is forced out by an effect such as the   next to the identical gate located there.
             dispel evil and good spell. The creature is immune to the
                                                               INSTRUMENTS
             spirit's possession for 24 hours after succeeding on the   Any inspection of the room allows the characters to ex-
             saving throw or after the possession ends.        amine the instruments more closely.
              If Mornhyld's spirit fails to possess a creature, it can
                                                                 Brass Tuba. This bulky instrument is missing its
             try to possess another creature on its next turn. The
                                                               mouthpiece, which characters can find in area 19. With-
             spirit has a + 1 bonus to initiative.
                                                               out it, the tuba can't produce its deep, distinctive sound.
              Mornhyld's spirit requires a host body before it can
                                                               The tuba is worth 30 gp and weighs 30 pounds.
             communicate. While possessing a humanoid, it uses   Kettle Drums. When struck, these two copper drums
             that host to share the following secrets, doing so in the   make a thunderous booming sound. Each drum is worth
             course of a brief conversation:
                                                               50 gp and weighs 100 pounds.
             •  "The heart of the mountain is sealed behind doors   Stalagmite Organ. This monstrous pipe organ pro-
              of black basalt that only a dwarf king can unlock. In   duces deep, earthy tones from its hollow stalagmites
              the mountain's heart, you'll find your own greatness."   when its stone pedals are pumped and its marble keys
              (See area 15.)                                   are played. The music of the organ not only fills this
             •  "When you enter a room, speak the word 'xunderbrok'   room but also magically sounds throughout the temple
              for all to hear. You might be rewarded." (Characters   (area 15), alerting the creatures there. If duergar are
              who understand Dwarvish know that the word means   still present in the temple, four of them are sent to inves-
              "secret trove.")                                 tigate the disturbance in this area and silence the music.
             •  "Demons invaded our temple, but we trapped them in   The organ's stalagmites were part of the cavern from
              statues on this level. Beware them." (See area 29d.)   which this room was hewn, and thus they blend seam-
                                                               lessly with the surrounding floor and wall.
             40. Music HALL
                                                               T REASURE
             Characters who make no effort to conceal their ap-  Each duergar carries a sack of stolen items. One sack
             proach alert the creatures in this 20-foot-high vaulted   contains a silver figurine of an ox (25 gp), a tiny mithral
             chamber, which is carved out of solid rock. The room
                                                               bell (25 gp), and a pewter flagon sculpted in the shape
             contains the following:
                                                               of a gold dragon with amethysts for eyes (250 gp). The
             Quartz Pillars. Glowing quartz pillars stand in the cor-  other sack contains a small trapezoidal mirror set in an
              ners of the room.                                onyx frame (25 gp) and a leather eye patch with a blood-
             Duergar. Two duergar are inspecting a stone arch em-  stone (50 gp) sewn into it.
              bedded in the center of the east wall.
             Instruments. Protruding from the south wall is an   41.  PRIVIES
              organ whose pipes are carved out of stalagmites. Its
                                                               This room is divided into four stone privies with holes
              bench and keys are made of polished gold and black   cut into their floors and long-disused lavatory pits below.
              marble. Two large copper kettle drums stand against   An invisible gray slaad lurks in the privy to the south. It
              the west wall. Resting atop them is a shiny brass tuba.
                                                               attacks anyone who searches or uses its privy.
              The duergar have taken a break from looting to in-
             spect the arch in the east wall. They turn invisible if   42. HIDDEN PIT
             they detect other creatures approaching, then move up   A breakaway stone floor in this corridor conceals a
             behind the pillars to the north to take stock of the new
                                                                10-foot-wide, 20-foot-deep pit. A character who searches
             arrivals. Then they sneak off to area 15a to alert the   the floor for traps and succeeds on a DC 20 Wisdom
             duergar there. They avoid confrontation in this room. In   (Perception) check spots the irregular floor tiles. When
             addition to their weapons and armor, these duergar have   a weight of 20 pounds or more is placed on the floor, it
             treasure (see "Treasure" below).


                                                                                            LEVEL 6  I LOST LEVEL
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