Page 107 - Waterdeep - Dungeon of the Mad Mage_Neat
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of the door's stained glass panes. When triggered, the Button 5. The inscription next to this button reads "DO
glyph erupts with magical energy in a 20-foot-radius NOT PRESS!" Pushing the button causes bolts of
sphere centered on it. Each creature in the area must lightning to erupt from the console. Every creature in
make a DC 19 Dexterity saving throw, taking 45 (10d8) the room must make a DC 20 Dexterity saving throw,
thunder damage on a failed save, or half as much dam- taking 44 (8d10) lightning damage on a failed save, or
age on a successful one. The glyph has the secondary half as much damage on a successful one. A creature
effect of blowing out all the glass in the door. in metal armor has disadvantage on the saving throw.
The room is empty.
38. GLITTERING HALL
37. CONSOLE
The halls on this level join to form a circuit, with crys-
The door frame has a platinum coin wedged into it (see tal-barred windows looking down on the central court-
area 19). Bolted to the floor in the middle of the room is yard (area 23).
an iron console that resembles a pedestal with a slanted The floor is made of tiny bits of colored glass and
top. Protruding from the console are three brass levers crushed gems, polished to a lustrous sheen. Four living
arranged side by side, with the outer levers in the up po- unseen servants (see appendix A), each carrying a mop
sition and the middle lever in the down position. To the and a bucket of soapy water, stand outside the doors to
right of the levers are five brass buttons situated at the areas 39 through 42, ready to clean up any spills in the
points of a gold pentagram. An inscription appears next hall. The servants defend themselves with their mops
to each lever and each button. (treat as clubs) if attacked but are otherwise harmless.
A creature can use an action to adjust up to three
levers and buttons, in any combination. The console STAIRS T O THE ROOF
serves several functions: The northernmost staircase climbs 20 feet before end-
ing at an 8-foot-square stone trapdoor. When a creature
Leftmost Lever. The inscription under this lever reads
starts to climb the stairs, the trapdoor opens outward,
"COURTYARD." Lowering the lever unlocks the four
allowing access to the roof (area 47). The trapdoor
doors that lead into area 23. Raising the lever locks
closes on its own 1 minute later.
them again.
Middle Lever. The inscription under this lever reads
39. SOUTHWEST CHAMBER
"LIGHT." Raising the lever turns on the castle's inte-
rior lights. Lowering the lever turns them off again. The walls, floor, and ceiling of this room are scorched.
(While the interior lights are on, creatures in the sur- Strewn about are blackened pieces of furniture, shards
rounding cavern can see the castle.) of smoky glass, and charred splinters of wood and bone.
Rightmost Lever. The inscription under this lever A character who examines the room thoroughly and
reads "HEAT." Lowering the lever shuts off the heat, succeeds on a DC 14 Intelligence (Investigation) check
reducing the interior temperature by 10 degrees each concludes that four separate fiery eruptions caused the
hour until it drops to 30 degrees Fahrenheit (the tem- destruction. A successful DC 19 Intelligence {Arcana)
perature of the surrounding cavern). Raising the lever check reveals that the damage was likely the result of a
causes the temperature to rise 10 degrees each hour meteor swarm spell cast in the room.
until it reaches 70 degrees Fahrenheit.
Button 1. The inscription next to this button reads 40. NORTHWEST CHAMBER
"MUSIC." Pushing the button fills the castle with The door frame has a copper coin wedged into it (see
ambient orchestral music occasionally punctuated area 19), and the door has a stained glass wolf's head
with a singing chorus. Pressing the button again ends worked into its design. The room is dusty and empty but
the music. for a few cobwebs in the corners.
Button 2. The inscription next to this button reads
"ROOF." Pushing the button teleports all creatures 41. NORTH EAST CHAMBER
in the room to the castle rooftop (area 43), along with
The door frame has a silver coin wedged into it (see area
whatever items they're wearing and carrying.
19). The room contains the following:
Button 3. The inscription under this button reads
"FOG." Pushing the button fills the castle hallways Mirror. Embedded in the middle of the south wall is a
(areas 18, 28, and 38) and the stairways connecting rectangular mirror in a stone frame.
them with fog, making these areas heavily obscured. Statue. Standing in front of the mirror is an unfinished
The fog lasts for 1 hour or until a wind of moderate or 8-foot-tall statue of a merfolk blowing a conch shell, its
greater speed (at least 10 miles per hour) disperses it. lower body replaced by a misshapen block of chiseled
Button 4. The inscription next to this button reads granite. (This statue is a shapechanged roper.)
"LOCKDOWN." Pushing the button causes every Tridents. Four tridents hang on the north and east
door in the castle (including the rooftop trapdoor) to walls between the arrow slits. They fly off the walls
lock, as if sealed by an arcane lock spell. This effect and attack if certain conditions are met.
lasts for 1 hour. While locked in this way, the interior
The tridents animate and attack if any of them are
doors- most of which are as much iron as glass-also disturbed or if the roper dies. They have the statistics of
become electrified. Such a door deals 5 (ldlO) light- flying swords but deal piercing damage instead of slash-
ning damage to any creature that touches it.
ing damage on a hit.
LEVEL 7 I MADDCOTH'S CASTLE

