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drow, he is predictably treacherous. His silken words   MEETING TH E HEADMASTER
             are pleasant enough, but any alliance forged with him is   Characters who trigger the alarm spell in area 1 are met
             doomed to end badly- and most likely in bloodshed.   by the headmaster, who otherwise dwells in area 15. When
              Etan extends the false hand of friendship to new ar-  in the company of  visitors, the erudite arcanaloth tries
             rivals while warning them to steer clear of the other stu-  to remain civil even while impersonating the Mad Mage.
             dents and the headmaster. "They're all insane," he says.   It describes the academy in glowing terms and sings the
             He likes to hang around where the action is, so he can   praises of  its excellent students and their devotion to
             quietly observe where the characters keep their magic   arcane magic. It claims to have a vested interest in all
             items and spellbooks (which he fully intends on claiming   that happens inside Undermountain and bears no ill will
                                                                 toward adventurers who provide "a much needed sanitary
             once they're dead).                                 service" by ridding the dungeon of  pesky monsters.
                                                                   If the characters are just passing through on their way to
             BONE DEVIL                                          the lower levels, the headmaster offers to take them to the
             A bone devil was accidentally summoned in the south-  top of  the stairs leading down to level 10. For safe passage
             ern wing by Yarek, an overzealous student. After killing   through Dweomercore, it requires one of  the following:
             its summoner, the devil discovered to its dismay that the   •  A payment of  one magic item per party member
             magic wards of Dweomercore prevent it from escaping   •  Slaying the bone devil in area 47
             area 47. The arcanaloth offers adventurers safe passage   If the characters choose to deal with the bone devil
             through Dweomercore if they defeat the devil and send   rather than give up their magic items, the headmaster
             it back to the Nine Hells.                          leads them south through areas 2,  3, 6, 38, 39, and 46. It
                                                                 waits for them in area 46b while they slay the devil in area
             EXPLORING THIS LEVEL                                47, then escorts them to the top of  the stairs leading down
                                                                 to level 10 as promised. After watching them disappear
             Location descriptions for this level are keyed to map 9.   down the stairs, the arcanaloth returns to area 15.
             There are few light sources here; creatures that reside   Visitors who decline the headmaster's offer are politely
             in Dweomercore rely on darkvision or create their own   asked to return whence they came and never show their
             illumination with magic.                            faces in  Dweomercore again. Those who refuse to leave
                                                                 are attacked.
                                                                   Any character who claims to be an arcane spellcaster in
             1.  ENTRY HALL
                                                                 search of  tutelage is invited to stay in  Dweomercore and
             These rooms form the entrance to what was once a lav-  take the entrance exam. If  the character accepts the offer,
             ish underground mansion.                            the headmaster uses a teleport spell to transport itself  and
                                                                 the candidate to area 11 c, where it suggests the character
             lA. LEFT HAND OF MANSHOON                           remain until the entrance exam can be scheduled. (If the
                                                                 party includes multiple candidates, the arcanaloth keeps
             Alarm. An alarm spell has been cast on the 20-foot-
              square area marked on map 9. It silently informs the   them together.)  In truth, the arcanaloth expects the can·
                                                                 didate to ignore its suggestion and explore the complex
              headmaster in area 15 when visitors arrive.        further. The entrance exam is actually about how the can-
             Ceiling Mosaics. This room has a 30-foot-high arched   didate deals with the other students. Any candidate who
              ceiling. Bright mosaics on the arched roof depict wiz-  can hold their own against the other students is granted
              ards engaged in dazzling spell duels.              admittance, having passed the headmaster's "exam"
             Undead Guardian. Floating in the middle of the room,   in so doing.
               15 feet above the floor, is a man's withered left hand   A character admitted to Dweomercore is free to wander
              and forearm, severed at the elbow.                 the halls and talk to other students, until such time as that
                                                                 character gets into trouble and is expelled or murdered.
               Responding to the alarm spell, the arcanaloth makes
             its way toward area 1 to greet the new arrivals (see the
             "Meeting the Headmaster" sidebar).                 le.  COAT ROOM
              The limb belonged to a human archmage named      The walls of this room are lined with rows of bare
             Manshoon- or, more precisely, to one of his clones. The   metal hooks.
             clone challenged Halaster to a spell duel and lost more
             than just the contest. Halaster turned the limb into a   lD. WATER CLOSET
                                                               This room is equipped with stone sinks and toilets, each
             guardian that attacks all intruders until the Mad Mage
             or  a creature that looks like him waves it off. The limb   with a command word carved above it. The sink basins
             has the statistics of  an archmage, with these changes:   and toilet bowls magically fill and flush with water on
                                                               command, and drain holes on their inside rims keep
             •  It is a Tiny, unaligned undead with 63 (18d4 + 18) hit   them from overflowing. Two living unseen servants
               points and blight prepared instead of  banishment.   (see appendix A) stand near towel racks, ready to hand
             •  It has a flying speed of 30 feet, and it can hover.   out towels to guests.
             •  It has blindsight out to a range of 60 feet and is blind
               beyond this radius. It can't speak or hear, and it can't   2. TRAPPED HALL
               be blinded or deafened.
                                                                The recessed wall of this corridor has engravings of
                                                                eight wizards clutching staffs, each staff representing
             lB. WAITING ROOM
             This room contains six stuffed armchairs with garish   a different school of magic. This hall also has two hid-
             upholstery.                                        den features:


                                                                                         LEVEL 9  I DWEOMERCORE
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