Page 140 - Waterdeep - Dungeon of the Mad Mage_Neat
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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
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