Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

270



  1. GRAND VESTIBULE
    Blood. Blood leaks down the walls and across the decor
    of this once grand hall.
    Pi11ars. Four stone pillars buttress the 30-foot-high
    vaulted ceiling. The middle third of each pillar is
    carved to look like a scowling dwarf with bulging
    muscles that supports the column's upper third on
    its broad shoulders. Blue sapphires glitter in the
    dwarves' eyes.
    Double Door. The doors in the east wall stand 18 feet
    high, a carving of a mighty waterfall spanning their
    surfaces. Mithra! inlays make the carved falls look
    like they are running with molten metal.
    Curtain. A 40 -foot-long, 20-foot-high curtain of black
    dragon scales hangs from an iron rod bolted to the
    west wall. (The scales have become brittle with age
    and are not valuable.)
    Hanging Horn. Suspended from the ceiling by iron
    chains is a 20 -foot-long iron horn with etched Dwar-
    vish runes coiling around it.
    The giant horn weighs 2 tons. It dangles 20 feet above
    the floor on three thick, 5-foot-long iron chains. The
    Melairkyn dwarves forged the horn and placed it here to
    guard the treasure in this hall (see "Treasure" below).
    A detect magic spell or similar magic reveals an aura
    of conjuration magic around the horn. A character who
    understands Dwarvish can translate the horn's runes
    not all of which are visible from the floor. The runes '
    visible from the floor read, "If you blind us." A character
    must fly up to the horn or climb above it to read the mes-
    sage in its entirety, which is "If you blind us, shall we
    not revenge?"
    Removing one or more gemstones from the pillars
    causes the horn to magically emit a somber tone. As
    the horn sounds, the spirits of thirteen dwarf warriors
    appear in unoccupied spaces throughout the hall and
    attack all other creatures in the area. These unaligned
    spirits use the champion statistics (see appendix A),
    except that they wield greataxes instead of greatswords.
    They understand Dwarvish but can't speak, and they
    can't leave the hall. They disappear after 1 hour or when
    they drop to 0 hit points. Once the horn has sounded, it
    can't sound again until 7 days have passed. If no gem-
    stones remain in the pillars when this time elapses, the
    horn becomes nonmagical and can no longer summon
    dwarven spirits. Removing the instrument from the hall
    also renders it nonmagical.


TREASURE
Eight blue star sapphires (1,000 gp each) are embedded
in the eyes of the dwarf carvings-two gemstones per
pillar. Each gem is set 18 feet above the floor and can be
pried out with a dagger or similar tool.

1 4. SHRINE OF LADUGUER
As a gesture of goodwill toward its new duergar allies,
Fazrian had this waiting chamber converted into a
shrine of Laduguer, the duergar god of labor and slavery.
Presiding over the shrine are two arcanaloths named
Aximus and Exekarus. These fiends use alter self spells
to appear as duergar priests. Valtagar and the duergar

LEVEL 21 I TERMINUS Ll!VEl.

under his command avoid the shrine, finding the yugo-
loths' presence insulting and their motives suspicious.
The room has a flat, 10-foot-high ceiling. Although
blood often flows from gaps between the room's wall
tiles (see "Regional Effects," page 265), Aximus and
Exekarus regularly use prestidigitation cantrips to clean
it away. The room's other contents are as follows:
Haze. A thin, smoky haze fills the room. (The haze
doesn't obscure the room's other features.)
Braziers. Alcoves in the north wall contain two braziers
fashioned from melted-down iron armor and weapons.
Each is alight with burning coals that shed bright
light in a 10-foot radius and dim light for an addi-
tional 10 feet.
Altar and Shield. Between the alcoves, an iron al-
tar traced with silver and shaped like a giant anvil
rests beneath a round, 10-foot-diameter iron shield
mounted on the north wall. The shield bears the sym-
bol of a broken arrow with a jagged arrowhead. Stand-
ing before the altar are a pair of duergar (Aximus and
Exekarus) in drab robes.
To prepare for their roles, the arcanaloths learned
everything they could about Laduguer's principles of
conduct. To their surprise, Aximus and Exekarus found
these principles compelling. Some of the arcanaloths'
favorite maxims include:


  • "No matter how much wealth and power you have, it's
    never enough."

  • "The fight never ends. Take what you deserve and de-
    stroy all who stand in your way."

  • "Let no emotion rule you. Abandon joy, love, pride,
    anger, and ambition, for they are signs of weak-
    ness. Know your role and perform it to the best of
    your ability."
    Laduguer's dogma guides Aximus and Exekarus as
    much as it does any duergar, and the yugoloths try to im-
    pose these principles on all who claim to serve Fazrian.
    If the characters haven't encountered Fazrian, Aximus
    and Exekarus insist on taking them to meet the plane-
    tar, whom they admire. Those who refuse to accompany
    the arcanaloths are left behind as Aximus and Exekarus
    proceed to area 23b to inform Fazrian that visitors have
    arrived. Obedience to Fazrian is all that matters to Ax-
    imus and Exekarus- at least until someone convinces
    the arcanaloths to switch allegiances.
    The arcanaloths' attitude toward the characters is
    indifferent at the start, though the fiends quickly turn
    hostile if attacked. The arcanaloths' attitude changes to
    friendly if the characters appeal to their love of magic by
    giving them a single very rare magic item, multiple rare
    magic items, or a spellbook containing at least one spell
    of 6th level or higher. Aximus and Exekarus make their
    love of all things magical known to anyone that seeks
    their assistance. If their attitude toward the characters
    is changed in this way, the arcanaloths repay the party's
    kindness any way they can-short of placing themselves
    in harm's way. Their helpfulness doesn't last long, how-
    ever. After 24 hours, the arcanaloths' attitude toward
    the party becomes indifferent once more, and further
    bribes are needed to regain their assistance.

Free download pdf