Page 125 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 125
13A. TAPROOM off and face greater punishment. If the characters ap-
This room resembles a comfortable taproom in Water- proach her in a friendly manner, Violence tells them to
deep. The bar is stocked with bottles of fine liquor and leave before the headmaster returns, and recommends
casks of wine, and a wooden dartboard is mounted on that they speak to Turbulence, her sister, who's in the
the west wall with darts carved to look like stirges. Spellcasting Hall (area 17).
A drow mage named Elan Tanor'thal (see "Elan
TREASURE
Tanor'thal," page 118) is seated at a table strewn with
Violence's scorched spellbook contains all the spells she
parchment in the southwest corner, facing the north
has prepared, plus the following: alter self, cloud of dag-
door. Elan recently acquired a spell scroll of legend Jore
from Wormriddle the night hag and is carefully copying gers, hypnotic pattern, and wall of fire.
the spell from the scroll to his spellbook. He greets in-
truders in a friendly manner and suggests they partake 15. ARCANALOT H 'S SANCTUM
of the wine while he finishes his work. The scroll turns These private chambers belong to the arcanaloth head-
to dust once the work is complete. master posing as Halaster Blackcloak.
Treasure. Elan's black leather-covered spellbook con-
tains all the spells he has prepared plus the following: 15A. HEADMASTER'S O FFICE
confusion, counterspell, fabricate, feather fall, glyph of If it has not already been encountered elsewhere, the
warding, magic weapon, seeming, and water breathing. arcanaloth headmaster is here in its Halaster disguise.
If his attempt to copy Wormriddle's spell scroll was suc- The room has a 30-foot-high domed ceiling and the fol-
cessful, Elan's book also contains legend Jore. lowing features:
Statue. Opposite the door, a life-size statue of Halaster
13B. ARCH GATE T O LEVEL 6
stands atop a 3-foot-high granite pedestal. Dozens of
Arch. Embedded in the south wall is a stone arch bear- eyes are carved into the wizard's robe, and he holds a
ing images of beholders, flumphs, and stirges (see stone staff topped with a flickering magical flame (cre-
"Arch Gate" below). ated by a continual flame spell).
Guard. An invisible nycaloth stands against the south Desk. Resting before the statue is a tremendous oak
wall, protecting the arch gate. The nycaloth becomes desk, behind which stands a high-backed chair carved
visible when it attacks or casts a spell. with screaming faces (see below).
Pneumatic Tubes. Fifteen copper pneumatic tubes
The nycaloth's orders are to prevent anyone from
using the arch gate to leave Dweomercore without the span the northwest wall, with a shelf of empty copper
canisters below them.
arcanaloth's permission, and to haul any creature that
enters the room by way of the gate to the headmaster's Secret Door. A secret door opens into area 15b.
office (area 15a) for questioning. Given strict instruc- If present, the arcanaloth is writing individual assign-
tions not to kill anyone, the nycaloth knocks creatures ments on scrolls and using the pneumatic tube system
unconscious instead of killing them, then drags them to to deliver them to the academy's students. The assign-
the headmaster's office. ments involve reading books, completing experiments,
Arch Gate. The arch is one of Halaster's magic gates and drafting essays on various arcane topics.
(see "Gates," page 12). Its rules are as follows: The headmaster's chair has an antipathy/sympathy
• If a creature flies or levitates within 5 feet of the arch, spell cast on it. Any creature not able to cast one or
the gate opens for 1 minute. more spells of 7th level or higher is subject to the spell's
• Characters must be 9th level or higher to pass through antipathy effect (save DC 17), overwhelmed by screams
this gate (see "Jhesiyra Kestellharp," page 10). The that seem to emanate from the chair.
Pneumatic Tubes. The tubes connect to various other
first creature to pass through the gate triggers an el-
locations in Dweomercore and in Muiral's Gauntlet
der rune (see "Elder Runes," page 12).
(level 10). From left to right, the tubes are labeled with
• A creature that passes through the gate appears in
their destinations: "Turbulence" (area 8a), "Violence"
area 8b on level 6, in the closest unoccupied space
next to the identical gate located there. (area 8b), "Karstis" (area 8c), "Yarek" (area 8d), ''Spite"
(area lla), "Skrianna" (area llb), "Vacant" (area llc),
14. DETENTION H ALL "Cephalossk" (area lld), "Elan" (area lle), "Nylas" (area
llf), "Wormriddle" (area 23c), "Kitchen" (area 27a),
There's a 50 percent chance that a red-robed tiefling
"Study Hall" (area 39), "Guest Lecturer" (area 42), and
mage named Violence (see "The Horned Sisters," page
"Muiral" (level 10, area 4b).
118) is here, serving a detention for threatening a
guest lecturer. The area contains the following: 15 B. A RCANALOTH S L AIR
1
Desk. A plain desk is situated against the west wall. If Bookshelves. Books are packed into stone shelves that
Violence is here, she's seated in the chair, facing the circle the room to a height of 10 feet.
wall, reading a scorched spellbook. Symbol. Inscribed on the floor and covered with a cir-
Door Plaque. The northeast door bears a bronze plaque cular rug sewn with repeating eye-like patterns is a
that reads, "Headmaster's Office- Knock Please." nearly invisible, IO-foot-diameter glyph that serves as
the trigger for a symbol spell.
Violence isn't permitted to leave this hall until the
headmaster releases her, and she's unwilling to sneak
LEVEL 9 I DWEOMERCORE

