Page 129 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 129

Hanging Corpses. Four mostly intact human corpses   Guards. Two spectators float 15 feet above the floor.
              are hanging from hooks mounted to the south wall. (A   Supplies. Carved into the north wall are stone shelves
              secret door hidden behind one hanging corpse pulls   with blank spellbooks and stacks of  parchment on
              open to reveal a tunnel leading to area 25.)       them. Mounted between the shelves are copper signs
            Pneumatic Tubes. Attached to the north wall is a row of   embossed with the following words in Common: "Do
              thirteen copper pneumatic tubes. Empty copper canis-  not remove supplies without Headmaster Blackcloak's
              ters rest on a shelf  under the tubes.             written consent."
                                                               Secret Door. A secret door opens into a dusty hall that
              The golems serve Wormriddle. If  one goes berserk in
            her presence, she tries to calm it. If  the night hag isn't   leads to area 23c.
            present, the golems attack only if they're damaged.   The spectators guard the supplies on the shelves and
              Pneumatic Tubes. These tubes connect to various   use telepathy to warn intruders not to touch anything
            other locations in Dweomercore. From left to right,   without presenting a written note from the headmas-
            the tubes are labeled with their destinations: "Turbu-  ter. If  such a note is presented, the spectators study it
            lence" (area 8a), "Violence" (area 8b), "Karstis" (area   closely; they can recognize a forgery with a successful
            8c), "Yarek" (area 8d), "Spite" (area I la), "Skrianna"   Wisdom (Perception) check contested by the forger's
            (area 1lb), "Vacant" (area 11c), "Cephalossk" (area lld),   Intelligence (Deception) check. If  the spectators believe
            "Etan" (area 11e), "Nylas" (area llf), "Halaster" (area   the note is genuine, they'll permit the removal of  one
             !Sa), "Kitchen" (area 27a), and "Study Hall" (area 39).   spellbook and up to ten sheets of parchment. They at-
              Treasure. Buried beneath the rotting body parts in   tack anyone caught trying to steal supplies.
             the barrel is a wooden coffer with tiny air holes bored
            in its sides. The coffer contains an ordinary frog that   TREASURE
            spits out a gem of  seeing the first time it's picked up by   The shelves contain thirteen blank spellbooks and three
            a humanoid. The frog has no other special abilities but   hundred sheets of parchment. Each blank spellbook is
            seems pleased to be free of the grisly barrel.     worth 50 gp, and each sheet of  parchment is worth 1 sp.

             24. HALASTER SAYS WHAT?                           26. BENT  HALLWAY
            Two inanimate, 9-foot-tall statues of the Mad Mage   This 10-foot-high, 20-foot-wide hall is marred by an
            stand in the corners of a widened section of this 10-foot-  ancient excavation. At one point, drow sought to expand
             high hallway. A creature that passes between the   this level of the dungeon and set slaves to the task of
            statues causes a sound to erupt from one statue or the   hewing new passageways. The project was abandoned
            other, or both. Roll a d8 and consult the Statue Sound   when Halaster and his apprentices pushed the drow out.
             Effects table to determine what occurs.
              Each statue is a Large object with AC 15, 50 hit   26A. SLAMMING DOORS
             points, and immunity to poison and psychic damage. De-  The first time the characters reach the midpoint of
            stroying a statue doesn't stop sound from issuing from   this hall, they hear a double door slam shut, either to
             its location until all its rubble is removed from the area.   the northeast (30 percent chance) or the southwest
                                                               (70 percent chance). The sound is a harmless illusory
                                                               regional effect created by Halaster (see "Ha  laster's
             STATUE  SOUND EFFECTS
                                                               Lair," page 311).
               d8    Effect
                     One statue loudly breaks wind.            26B. ROUGH-HEWN TuNNELS
                2    One statue counts down slowly from 10 to l.   A cloaker recently infiltrated Dweomercore and has
                3    Both statues say in  unison, "BOOM-badda·   taken up residence here. When it detects intruders, it
                     BOOM-badda!"                              settles on the floor and assumes the guise of  a dark, dis-
                                                               carded cloak, hoping to catch its prey by surprise.
                4   One statue says, "Don't forget to pick up your
                     participation trophy on the way out."
                                                               27.  SCHOOL MEALS
                5    One statue says, "Give me an H!"
                6    One statue asks, "Hey, have you seen my cat?"   The real Halaster has bound two barbed devils to these
                                                               chambers and tasks them with preparing meals for
                7    One statue screams, "The call is coming from in-
                                                               Dweomercore's students and faculty.
                     side the mountain!"
                                                                 Characters who examine the outermost doors (each
                8    One statue says, "Die!" as it casts a power word   marked with an asterisk on the map) notice thin silver
                     kill spell targeting the creature that triggered the
                                                               tracery and glyphs around the exterior door frames. A
                     sound effect.                             successful DC 20 Intelligence (Arcana) check reveals
                                                               that the glyphs around each door prevent devils from
             25. SCHOOL  SUPPLIES                              passing through the doorway. Scratching away any of
                                                               the glyphs breaks the magic on that door, enabling dev-
             Braziers. Roaring green flames erupt from a pair of
              8-foot-tall stone braziers shaped like giant chalices.   ils to pass through it normally.
              The flames keep this 20-foot-high room hot, dry, and   27A.  KITCHEN
              lit. {The braziers are built over natural gas vents in the   The kitchen is tidy and filled with spicy aromas and the
              floor and never go out.)
                                                               smell of  charred food. It contains all the furnishings and

             LEVEL 9 I DWEOMERCORE
   124   125   126   127   128   129   130   131   132   133   134