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tracery and glyphs around the exterior door frames. A
48. CONJURATION CLASSROOM
successful DC 20 Intelligence (Arcana) check reveals
that the glyphs around each door prevent devils from A large pentagram is inscribed on the floor of this
passing through the doorway. Scratching away any of 20-foot-high domed chamber. A character who studies
the glyphs breaks the magic on that door, allowing dev- the pentagram and succeeds on a DC 20 Intelligence
ils to pass through it normally. (Arcana) check can ascertain its properties. The check
is made with advantage if the character is a wizard
This room contains the following:
whose arcane tradition is the School of Conjuration.
Tapestry. A blood-spattered tapestry hanging on the
Any magically summoned fiend that appears inside
west wall depicts scores of demons and devils locked the pentagram is trapped there until its summoner re-
in battle. (A secret door hidden behind the tapestry leases it, until the fiend takes damage from an outside
opens into area 47c.)
source, or until another creature enters the circle. Dam-
Yarek. A dead male human (Yarek) in bloody robes is
aging the pentagram renders it powerless in addition to
sprawled on the floor in front of the tapestry.
releasing any creature trapped inside it.
Illusory Wall. A 20-foot-wide section of the north wall is
illusory, concealing area 47b beyond. A detect magic 49. ARCH GATE TO LEVEL 14
spell reveals an illusory wall for what it truly is. It has
Arch. A stone arch embedded in the middle of the south-
no substance, and creatures and objects can pass
east wall has the image of an open book carved into
right through it. The illusory wall is destroyed by a
its keystone.
successful dispel magic spell (DC 14).
Secret Door. A secret door opens into a dusty tunnel
Yarek dragged himself across the floor before he fi- leading east.
nally expired. The characters can follow Yarek's bloody
The arch is one of Ha laster's gates (see "Gates," page
trail through the illusory wall into area 47b, where the
12). Its rules are as follows:
devil mortally wounded him. A character who examines
the corpse and succeeds on a DC 10 Wisdom (Medicine) • Holding an open book while standing within 5 feet
check can ascertain that the mage was stabbed several of the arch causes the gate to open for 1 minute. The
times by a piercing weapon (the devil's hooked polearm) book turns to dust as the gate opens, even if it is a
and has a deep, poisoned wound in his chest (caused spell book.
by the bone devil's stinger). A search of the body yields • Characters must be 13th level or higher to pass
nothing of value. through this gate (see "Jhesiyra Kestellharp," page
10). The first creature to pass through the gate trig-
47B. DEALING WITH THE BONE DEVIL gers an elder rune (see "Elder Runes," page 12) .
Devil. Beyond the illusory wall waits a bone devil • A creature that passes through the gate appears in
armed with a hooked polearm (see the "Variant: Bone area 25 on level 14, in the closest unoccupied space
Devil Polearm" sidebar in the "Devils" entry in the next to the identical gate located there.
Monster Manual).
Statue. A raised stone alcove contains a chipped and AFTERMATH
worn statue of a female drow riding a giant lizard. The
Characters who become embroiled in academy politics
tip of the lizard's tail has broken off and is missing.
can form tenuous truces with certain students while
(The statue is inanimate and nonmagical.)
making enemies of others. The loss of one or more
The bone devil is reluctant to take on a well-armed students has little effect on the day-to-day affairs of
band of adventurers, since the outcome is likely to Dweomercore, since the faculty has no emotional at-
conflict with its goals of survival and escape. If the tachment to the pupils. Within a tenday, the headmaster
characters are willing to free it from the confines of replaces dead students with new arrivals and begins
these rooms by scratching away the silver glyphs that their orientation.
ward the exits, the devil pursues a mutually beneficial Slaying the arcanaloth forces Wormriddle to step up
arrangement while exploiting a badly worded agreement and assume the mantle of headmaster, backed by her
to its advantage. Once it escapes, it tries to hunt down flesh golem guards. If the night hag is also slain, all the
and kill Skrianna Shadowdusk, thus fulfilling a promise remaining students promptly turn on each other. Elan
made to its late summoner. If the characters slay the Tanor'thaljoins forces with Cephalossk to challenge
devil, it transforms into a pool of stinking ichor, leaving Spite Harrowdale, Nylas Jowd tries to kill the Horned
its hooked polearm behind. Sisters one by one, and Skrianna Shadowdusk waits to
see how these conflicts play out before going after the
47C. DWEOMERCORE'S VAULT survivors. Any students who remain standing gather
Stacked against the south wall are seven iron chests what valuables they can from their fallen peers and flee
that hold Dweomercore's operating funds (used to pay Dweomercore.
guest instructors, purchase school supplies, and so
forth). The chests are currently empty, and Halaster
hasn't had the time or inclination to replenish them.
LEVEL 9 I DWEOMERCORE

