Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

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29E. HIDDEN ALCOVE
A secret door in the back wall of the alcove opens
into area 29f.

29F. TRUE TOMB
A stone dais suppor ts the true sa rcophagus of King Me-
lair- a perfectly cut slab of white marble with the name
"Melair" etched in silver atop it in Dwarvish lettering.
The lid of the sarcophagus can be lifted by creatures
with a combined Strength of 20 or more.
Treasure. Inside the sarcophagus is the mummified
corpse of the dwarf king, clad in burial robes and clutch-
ing an adamantine war pick. A sentinel shield bearing
the symbol of Dumathoin rests atop the king's legs.
Characters who sever one of the king's desiccated
hands can use it to open the basalt doors in area 15.


  1. MUMMIFICATION CHAMBER
    Stone Block. In the middle of the room rests a granite
    block 8 feet long, 3 feet wide, and 2 feet tall.
    Urns. S ixty limestone urns rest in dusty wall niches.
    The dwarves once mummified their dead atop the
    stone block, which has shelves built into its sides. The
    funeral wrappings and embalming ftuids once held here
    have either turned to dust or been destroyed.
    Each limestone urn is sealed with wax. An urn con-
    tains the desiccated internal organs of a dead dwarf,
    removed during mummification.

  2. REST AREA
    This empty, dead-end area makes a good place for the
    characters to rest.


31A. OPEN PIT
A 10-foot-wide, 20 -foot-deep pit stands open between
parallel corridors to the north and south. The springs
that held the pit's cover shut have rusted to the point of
malfunction, exposing the trap.

31B. EMPTY ROOM
Once used as quarters by Undermountain engineers,
this room now contains nothing but dust.

32. FALSE HALASTER
The characters encounter an invisible, wandering gray
slaad here. The s laad serves Halaster willingly and
is tasked with killing adventurers on sight. Using its
Shapechanger trait, the slaad has assumed Halaster's
appearance, which becomes apparent when it swings its
greatsword and ceases to be invisible.


  1. GHOHLBRORN'S GRAVE
    The Dwarvish word for bulette is "ghohlbrorn," and one
    of King Melair's greatest battles was fought against such
    a creature. After defeating the bulette, the king had its
    body animated to serve as an undead guardian.


33A. TOMB OF THE GHOHLBRORN
This chamber has a ftat, 30-foot-high ceiling and 10-foot-
high tunnels exiting it to the west, south, and east.

LEVEL 6 I LOST L£V£L

Statues. Alcoves to the north hold four identical statues,
each one bearing the likeness of a 10-foot-tall dwar-
ven king of stern visage.
Hidden Grave. The 20-foot-by-30-foot section of floor
in the middle of the room is covered with breakaway
stone tiles. (These tiles cover a grave.)
Tap estry. A torn tapestry hangs from an iron rod
mounted to the south wall. The tapestry depicts King
Melair and his guards fighting a bulette in a gem-en-
crusted cavern.
Any character who has the Stonecunning trait notices
the breakaway section of floor immediately (no check
required). Others who search the floor for traps notice
the breakaway tiles with a successful DC 15 Wisdom
(Perception) check. Beneath the breakaway stone tiles,
an earth-filled cavity holds an undead bulette. Once all
four exits are blocked by the statues, the undead bulette
erupts from the floor and attacks all creatures in the
room. This creature is a bulette, with these changes:


  • It is undead and has 125 hit points.

  • It has vulnerability to radiant damage, resistance to
    necrotic damage, and immunity to poison damage and
    the poisoned condition.
    If it has nothing to attack, the undead bulette burrows
    back down into its earthen cavity.


33B. SPIKED PIT
This hidden pit is 10 feet wide, 30 feet deep, and lined
with adamantine spikes. A character who searches the
ftoor for traps and succeeds on a DC 15 Wisdom (Per-
ception) check spots the trap.
When a weight of 50 pounds or more is placed on
the cover of the pit trap, it swings open like a trapdoor,
causing any creature standing on it to fall in. The crea-
ture takes 10 (3d6) bludgeoning damage from the fall
and 11 (2dl0) piercing damage from the spikes. T he
pit remains open for 1 minute; then its cover rises up
on hidden springs and snaps shut. A successful DC 20
Strength check can pry the pit open. A character in the
pit can try to disable the spring mechanism from the
inside with a successful DC 15 Dexterity check using
thieves' tools, provided that the mechanism can be
reached and the character can see it.


  1. REFECTORY RAMPAGE
    The doors leading to this section of the dungeon have
    been smashed to pieces, and characters approaching the
    area can hear large creatures wreaking havoc within.


34A. TEMPLE REFECTORY
Umber Hulks. Two umber hulks stomp about the
room. They attack other creatures on sight.
Wreckage. Smashed dining tables and benches create a
makeshift obstacle course and provide cover.
Arch Gate to Level 12. A stone arch is embedded in the
middle of the south wall.
The arch is one of Halaster's magic gates (see "Gates,"
page 12). Carved into its keystone is an image of a
hand pouring ale from a flagon. Its rules are as follows:
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