Page 107 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 107

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
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