Page 133 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 133
If the characters are being escorted through this hall are three copper pneumatic tubes fastened to a wall,
by the headmaster, Skrianna tries to plow through their with a shelf of empty copper canisters below them.
ranks to make the point that they, not she, must stand Bed. At the north end of the room is a comfortable ma-
aside. If this leads to violence, the headmaster quells the hogany bed, its bedposts topped with imp carvings.
conflict as quickly as possible and tells Skrianna that Secret Door. Behind a 6-foot-tall wood-framed painting
she is confined to her quarters. Once she is out of sight of Halaster hanging on a wall is a secret door that
of the headmaster and the characters, she takes her pulls open to reveal a small chamber with a stone arch
spellbook and returns to her quarters as commanded, embedded in its back wall.
but not before ordering her grell valet to shadow the
party, spy on their activities, and report back to her. ARCH GATE TO LEVEL 7
If the characters have no escort, Skrianna asks them, The arch hidden behind the secret door is one of
"Who in the Nine Hells are you?" If it's clear that the Halaster's magic gates (see "Gates," page 12). In-
characters don't belong in Dweomercore, Skrianna at- scribed on the wall inside the arch is the following rid-
tacks them from a safe distance while the shield guard- dle in Common: "What appears once in an hour, twice
ian and the grell accost her attackers at close range. in a blue moon, and never in sunshine?" The answer is
"The letter O." The rules of this gate are as follows:
TREASURE
If the riddle is answered aloud and correctly by
Skrianna's spellbook contains all the spells she someone within 30 feet of the arch, the gate opens
has prepared.
for 1 minute.
• Characters must be 9th level or higher to pass through
39. STUDY H ALL
this gate (see "Jhesiyra Kestellharp," page 10). The
Silence. A permanent silence spell blots out all noise in first creature to pass through the gate triggers an el-
this 20-foot-high room. A successful dispel magic spell der rune (see "Elder Runes," page 12).
(DC 17) ends the effect. • A creature that passes through the gate appears in
Furnishings. The room contains neat rows of wooden area 22 on level 7, in the closest unoccupied space
desks with comfortable matching chairs, as well as next to the identical gate located there.
overstuffed reading chairs positioned in the corners. I
Each desk has a drawer containing blank parchment, PNEUMATIC TUBES
quill pens, and jars of ink. The tubes connect to other locations in Dweomercore.
Pneumatic Tubes. Thirteen copper pneumatic tubes From left to right, the tubes are labeled with their re-
are fastened to the north wall, with a shelf of empty spective destinations: "Headmaster's Office" (area 15a),
copper canisters below them. "Kitchen" (area 27a), and "Study Hall" (area 39).
PNEUMATIC TUBES 43. DUSTY A LCOVES
The tubes connect to various other locations in Dusty Alcoves. This hall is lined with six 10-foot-tall,
Dweomercore. From left to right, the tubes are labeled 10-foot-wide, 10-foot-deep dusty alcoves.
with their respective destinations: "Turbulence" (area
Hidden Pit. One of the middle alcoves has a breakaway
8a), "Violence" (area 8b), "Karstis" (area 8c), "Yarek" floor covering a 100-foot-deep pit.
(area 8d), "Spite" (area 11a), "Skrianna" (area llb), "Va-
cant" (area 11c), "Cephalossk" (area lld), "Etan" (area The pit can be detected with a successful DC 15 Wis-
lle), "Nylas" (area llf), "Halaster" (area 15a), "Worm- dom (Perception) check, but only if the dust covering the
riddle" (area 23c), and "Guest Lecturer" (area 42). floor is swept away. A creature that steps into the alcove
with the breakaway floor falls through it and plummets
40. EMPTY ROOM to the bottom of the pit, taking damage as normal. A
creature can climb the pit's rough walls with a success-
This room is swept clean but is currently not in use. A ful DC 15 Strength (Athletics) check.
secret door in the east wall pushes open to reveal an
empty closet with another secret door at the back of it.
44. D wEOMERCORE's B ACK DooR
41. DROP TO L EVEL 10 Yugoloths. Two mezzoloths (marked M on map 9) and
a nycaloth (marked N on map 9) are hidden behind
Hole in Floor. Carved into the floor is a smooth, 10-foot-
illusory walls to the west and east.
square stone shaft. (The shaft descends 10 feet before Secret Door. A secret door set into the west wall pushes
opening in the ceiling of area 3b on level 10, directly
above the huge altar there.) open to reveal a corridor. Characters who follow this
Alcoves. Six dark alcoves line the walls. (At the back of corridor come to a stone staircase that descends 40
feet to area 1 on level 10.
one is a secret door that opens into a closet, which has
another secret door that leads to area 40.) A detect magic spell reveals an illusory wall for what it
is. An illusory wall has no substance, and creatures and
42. GUEST L ECTURER'S QUARTERS objects can pass right through it. Each illusory wall can
be dispelled with a successful dispel magic (DC 14).
Parlor. The southern half of the room has been turned
into a parlor with a writing desk, a matching chair, The yugoloths have orders to kill anyone not accom-
panied by a Dweomercore faculty member (either the
and a pair of cushioned divans on rugs. Near the desk
arcanaloth or the night hag).
LEVF.L 9 I DWEOM ERCORE

