Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

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  1. GEM-CUTTERS' WORKSHOP
    An umber hulk barged into this room from the north
    and exited to the south, destroying two stone doors and
    much of the room. This area contains the following:
    Quartz Pillars. Four quartz pillars fill this room with
    bright light.
    Work Areas. Four work areas in the middle of the room
    meant for gem-cutting have been reduced to rubble.
    A character who searches through the rubble can sal-
    vage one set of jeweler's tools.


2 2. GEM EXTRACTIO N
Rocks containing gemstone deposits would be trans-
ported to this area to have the gems expertly extracted
by the Melairkyn dwarves.

22A. XORN ORTS
Tables. Four 20 -foot-long, 5-foot-wide, 3 -foot-high stone
tables stand in the middle of the room.
Xorn. Piles of broken rocks surround the tables, some
as high as 6 feet. A xorn is picking through the rocks
and licking the gem dust off them.
If it notices the characters, the xorn approaches them
and demands gemstones and precious metals, speak-
ing in Terran. The xorn can sense if the characters are
carrying such treasure, and it attacks if its demands
aren't met.

22B. OPEN PIT
The dwarves disposed of rocks by casting them into
pits. When a pit became full, it was covered using stone
shape spells and a new pit was created.
This open pit is 10 feet wide and 70 feet deep, but
it's filled with rocks to a depth of 50 feet. Creatures
knocked into the pit fall 20 feet, taking 7 (2d6) bludgeon-
ing damage.

23. STRIPPED R OOM
Four quartz pillars illuminate this otherwise empty
room. Temple guests used to be quartered here, but
Halaster had the area stripped of its furnishings
years ago.

24. ARCH GATE TO LEVEL 2
Temple workers were once housed here, but Halaster
had this chamber's furnishings destroyed. The room is
now empty except for an arch gate set into the east wall
(see "Gates," page 12). Carved into the arch gate's
keystone is an image of a rust monster. The rules of this
gate are as follows:


  • Touching the arch with a nonmagical item made
    entirely of ferrous metal (such as an iron spike) re-
    duces the item to powdered rust and opens the gate
    for 1 minute.

  • Characters must be 6th level or higher to pass through
    this gate (see "jhesiyra Kestellharp," page 10). The
    first creature to pass through the gate triggers an el-
    der rune (see "Elder Runes," page 12).


LEVEL 6 I LOST LEVEL


  • A creature that passes through the gate appears in
    area 20c on level 2, in the closest unoccupied space
    next to the identical gate located there.



  1. DWARVEN DEN
    Stone couches and tray holders occupy the northeast
    and southwest corners. Lying on the dusty floor beneath
    one of the couches is an iron key that unlocks the double
    doors to area 10. A search of the room reveals the key.


26. SACRED SPIRITS
Characters approaching this room hear a loud ruckus.
The chamber's stone door has been smashed to rubble,
and a hostile umber hulk is laying waste to the room.
The hulk's tremorsense allows it to detect other crea-
tures approaching on foot. When the characters get
close, it crashes through the wall north of the doorway,
hoping to surprise them.
The dwarves kept alcoholic spirits here. The bever-
ages are long evaporated, and the umber hulk has pul-
verized the stone shelves, vats, and bottles that remain.
Nothing here is salvageable.


  1. ARCH GATE T O LEVEL 4
    Embedded in the south wall is an archway with six
    shallow, empty niches carved into it. The wall inside the
    arch is carved with a stylized image of a mountain with
    a sun above it.
    The arch is one of Halaster's magic gates (see "Gates,"
    page 12). Its rules are as follows:



  • If the elf figurine taken from Skella in area 15a
    is touched to the sun symbol, the gate opens
    for 1 minute.

  • Characters must be 8th level or higher to pass through
    this gate (see "Jhesiyra Kestellharp," page 10). The
    first creature to pass through the gate triggers an el-
    der rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 10 on level 4 , in the closest unoccupied space
    next to the similar gate located there.



  1. FALSE T O MB


This chamber is dressed to fool treasure seekers into
thinking they have found the tomb of the Melairkyn
king. Its features are as follows:
Quartz Pillars. Six glowing quartz pillars fill the room
with bright light.
Detritus. Rusted helms, shields, armor fragments,
and weapons cover the floor. This detritus makes the
entire room difficult terrain. (The arms and armor
were fashioned by ores, goblinoids, drow, duergar, and
other enemies of the dwarves. No dwarven items can
be found among the wreckage.)
Sarcophagus. A deep alcove in the north wall is mostly
clear of metal wreckage and contains a shattered
stone sarcophagus. Engraved in the back wall of the
alcove is a Dwarvish inscription that reads, "Our king
is with the gods. Here lie his bones."
Secret Door. A secret door in the south wall swings
open into area 29a.
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