Page 105 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 105

Unless they were in encountered in area 27a, six liv-  30. NORTHWEST GUEST ROOM
           ing unseen servants (see appendix A) staff the kitchen.
           They try to gently nudge anyone who wanders into the   The door frame has a silver coin wedged into it (see area
           kitchen out the nearest door. Intruders that refuse to   19). This room's features are as follows:
           leave are attacked. The servants are confined to area 27   Furnishings. A bed heaped with pillows, a 4-foot-tall
           and can't leave these chambers of their own volition.   armoire, and an empty sea chest decorate the room.
                                                                Rugs woven with wave-like patterns cover the floor.
           27C.  PANTRY
                                                              Ship in a Bottle. Displayed atop the armoire is a large
           Grains, dried meats, and other foodstuffs line the
                                                                bottle containing a beautiful model of  a longship.
           shelves here. Thanks to Maddgoth's magic, the food is
                                                              Portrait. Behind the bottle, hanging on the wall, is
           perfectly preserved as long as it remains in the castle.
                                                               a large framed portrait of a wild-haired old man
                                                               (Halaster) gazing down at the boat with a mad gleam
           27D.  POTENT POTABLES
                                                                in his eyes.
           Jars, decanters, casks, and bottles containing all man-
           ner of liquids line the sagging wooden shelves. Bever-  The longship model is 54 inches long by 15 inches
           ages from the mundane to the exotic can be retrieved   wide, contained in a corked glass bottle 5 feet long and
           from the shelves, which are replenished thanks to nu-  lY.i feet wide. The bottle rests on its side in a wooden
           merous spells laid upon the room. These liquids quickly   stand and is portable. A detect magic spell reveals an
           evaporate if removed from the castle.              aura of  transmutation magic around the ship.
                                                               An identify  spell or similar magic cast on the model
           28. WELL-APPOINTED HALLS                           reveals that it's an actual longship magically reduced to
                                                              one-twelfth its normal size. The spell also reveals that
           The halls on this level join to form a circuit. Their fea-
                                                              the only way to restore the ship to its actual size (54 feet
           tures are as follows:
                                                              long by 15 feet wide) is to touch the ship while speaking
           Decor. Long purple rugs with gold trim and wood-   the proper command phrase: "Our voyage is at hand!"
             framed portraits of  wizards cover the floors. Where   Once the ship enlarges to normal size, it becomes an or-
             the halls widen, carved oak chairs padded with red   dinary longship (worth 10,000 gp intact) and cannot be
             velvet are available to weary visitors. At the foot of   shrunk back down. If  it is restored to full size in a space
             each chair rests an ottoman.                     too small to contain it, such as this chamber, the ship
           Windows. Crystal-barred windows face the courtyard   splinters apart and is destroyed. Creatures nearby might
             (area 23).                                       take damage from flying debris at your discretion. The
             Unless the characters have already encountered and   ship is unaffected by the size-altering magic of  Madd-
                                                              goth's castle.
           defeated Otto elsewhere, the invisible faerie dragon
           lurks in these halls (see "Otto's Game," page 101).
                                                              31.  NORTHEAST GUEST ROOM
           29.  SOUTHWEST GUEST ROOM                          Odor. This room smells faintly of  charcoal smoke.
           The door frame has an electrum coin wedged into it (see   Furnishings. A canopied bed stands against the south
                                                               wall, its black curtains drawn down. Other furnish-
           area 19). This room's features are as follows:
                                                               ings include a coat rack by the door, an empty chest
           Furnishings. A comfortable bed, a handsome armoire,
                                                               with clawed feet, an empty wardrobe with a slender
             a three-paneled privacy screen, and an empty chest   mirror on the inside of its door, and a writing desk
             with clawed feet decorate the room. Fancy rugs cover   with matching chair.
             the floor.
           Arch. Embedded in the middle of the north wall is a   The odor of charcoal becomes stronger as one ap-
            stone arch.                                       proaches the bed. If  the characters draw back the
                                                             shroud covering it, they find the charred skeleton of
           ARCH GATE TO LEVEL 11                             a human lying on the bed, clad in burned robes and
           Carved into the arch's keystone is a hand clutching a   clutching the blackened stub of  a wooden wand. The
           lit torch. The arch is one of Halaster's magic gates (see   bed is undamaged, though its covers are stained with
           "Gates," page 12), and its rules are as follows:   ash from the skeletal remains. The skeleton is all that
                                                              remains of  Aggorax Darksworn, a wizard snared and
           •  If  a lit torch is brought within 5 feet of the arch, the
                                                              killed by Maddgoth long ago.
            gate opens for 1 minute.
           •  Characters must be 11th level or higher to pass
                                                              32. SOUTHEAST GUEST ROOM
            through this gate (see "jhesiyra Kestellharp," page
            10). The first creature to pass through the gate trig-  The door frame has a copper coin wedged into it (see
            gers an elder rune (see "Elder Runes," page 12).   area 19). All the furniture here is carved from sand-
           •  A creature that passes through the gate appears in   stone. The room's features are as follows:
            area 16 on level 11, in the closest unoccupied space   Furnishings. A brass hookah rests atop a small table
            next to the identical gate located there.          next to a cushioned divan in the middle of the room.
                                                               Two beds stand against the north wall.
                                                             Chests. At the foot of  each bed sits a stone chest with a
                                                               pyramidal lid. (The chests are empty.)


           L.EVEL 7  I MADDGOTH'S CASTLE
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