Page 140 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 140
Treasure. Characters who search the wrecked cabi-
4. MUI RAL'S LABORATORY
net find fifty pieces of silverware tarnished black with
Muiral conducts arcane experiments in this corner of age. If cleaned, each piece can be sold for 1 gp.
the complex.
5B. KITCH EN
4A. DISEMBODIED VOICE
Floating Items. Three battered wooden worktables, sev-
IfVlonwelv is still alive, the characters hear her disem- eral rusty utensils, the splintered fragments of several
bodied voice when they enter this chamber for the first
wooden cabinets, and a particularly sturdy broom float
time (see "Vlonwelv's Pulpit," page 138).
about the room, as though weightless.
Fireplace. An immense stone fireplace protrudes from
4B. LABORATORY
the west wall.
Bones. Bones of unrecognizable creatures (the remains Well. An alcove in the north wall contains a 12-foot-di-
of Muiral's failed experiments) lie piled in the corners
ameter open well. (The well shaft descends 90 feet
of the room. Hidden under these bone heaps are eight to an underground stream that provides no access to
ghouls, two in each pile. other locations in Undermountain.)
Equipment. Rusted operating tools and dried-up alche-
mist's supplies (no longer potent) cover five wooden Magic caused all the kitchen's accoutrements to take
trestle tables in the middle of the room. flight and crash into one another. The surviving objects
Mirror. A tall oval mirror in an engraved stone frame continue to float, doing so even if removed from the
hangs in the center of the north wall. room. It takes almost no effort to move them, and they
Pneumatic Tube. Fastened to the west wall is a copper sink to the floor under 1 pound or more of additional
tube that disappears into the ceiling. A copper canis- weight. A successful dispel magic (DC 17) cast on a
ter lies on the floor beneath it. floating object ends the magic on it, causing it to fall.
The fireplace's 5-foot-wide chimney climbs vertically
Muiral made the ghouls using the corpses of adven- for 30 feet, then ends abruptly. The rest of it caved
turers and drow. The ghouls burst forth and attack if
in long ago.
creatures other than Muiral search the room. The well shaft has abundant handholds and requires
The pneumatic tube attached to the west wall con- a successful DC 10 Strength (Athletics) check to scale
nects to a tube system (see "Pneumatic Tubes," page without gear or magic.
118) and allows messages to be sent in copper can-
isters to area 15a on level 9. The canister lying on the 5C. PANTRY
floor contains a missive addressed to Muiral and signed Cabinets. Three tall cabinets of dark wood stand
with an H. The message, which is written in Common against the walls. Their glass doors sport web motifs.
on a rolled-up sheet of parchment, invites Muiral to be a Table. A stone table in the middle of the room is covered
guest lecturer at Dweomercore (level 9).
Mirror Gate to Level 6. The mirror is one of with adventuring gear.
Halaster's magic gates (see "Gates," page 12). Carved Chest. Underneath the table is a brass-locked wooden
chest rigged with a trap.
into its frame are dozens of lidless eyes and the follow-
ing phrase in Common: "The gate cannot hide from The gear on the table can be assembled into one bur-
those it cannot see." The rules of the gate are as follows: glar's pack and one explorer's pack, lacking the rations.
Treasure. Casting detect magic reveals an aura of
• The gate opens for 1 minute when an invisible crea- abjuration magic around the chest, which is actually a
ture stands directly in front of the mirror. chest of preserving. This common wondrous item has
• Characters must be 9th level or higher to pass through the following magical property: food and other per-
this gate (see "Jhesiyra Kestellharp," page 10). The
first creature to pass through the gate triggers an el- ishable items do not age or decay while inside it. The
chest is 2'h feet long, 1 'h feet wide, and 1 foot tall with a
der rune (see "Elder Runes," page 12). half-barrel lid. It weighs 25 pounds. Muiral carries the
• A creature that passes through the gate appears in key that unlocks this chest. The lock can be picked with
area 16 on level 6, in the closest unoccupied space
thieves' tools and a successful DC 15 Dexterity check.
next to the identical gate located there.
Smashing the lock or any other part of the chest renders
it nonmagical.
5. D ILAPIDATED R OOMS
The chest has compartments that contain five flasks of
These rooms have sagging floors and ceilings, their alchemist's fire, plus the following material components
walls covered with cracked and peeling wallpaper. (for the indicated spells): a vial of blood, a strip of flesh,
and a pinch of bone dust (animate dead); a clay pot of
5A. DINING HALL grave dirt, a clay pot of brackish water, and three 150 gp
Furnishings. Three 20-foot-long tables carved from black onyx gemstones (create undead); a sliver of wych-
black stone stretch from west to east. Around each wood (dancing lights); a pouch of lime, a flask of water,
table sit a dozen cast-iron chairs sculpted with web and a pouch of earth (flesh to stone); a patch of wolf fur
and spider motifs. and a glass rod (lightning bolt); a caterpillar cocoon
Smashed Cabinet. Against the north wall, near the dou- (polymorph); pouches of talc and powdered silver (see
ble door to area Sb, is a pile of wreckage that was once invisibility); a vial of bitumen and a live spider (spider
an ornate cabinet fashioned from black wood. climb); and a pouch of gemstone powder (wall of force).
LEVEL 10 J MUTRAL'S GAUNTLET

