Page 195 - Waterdeep - Dungeon of the Mad Mage_Neat
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level, joining the magma mephits that dwell there. Neth-  HALASTER S  PLAY-BY-PLAY
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           erskull terrorizes the lava children and magma mephits   Whenever a creature makes an attack roll, takes damage,
           from time to time, but not enough to force them to leave   or performs a death-defying stunt in the Obstacle Course,
           the warmth of the chasm. The evil mephits trick or goad   Halaster's disembodied voice magically chimes in with
           the lava children into attacking all other creatures that   play-by-play commentary. The effect can't be dispelled, and
           blunder into their territory.                        its exact point of origin can't be ascertained. The play-by·
                                                                play can be silenced for good by destroying the source in
           T RAPS                                              area 30b or by defeating the death tyrant Netherskull.
                                                                 Improvise the play-by-play as you see fit. The commen·
           The Obstacle Course is replete with mechanical and   tary tends to be sarcastic, biting, and demoralizing. A few
           magical traps. Two recurring types are described below.   examples of what the disembodied voice might say are
                                                               provided below:
           COVERED PITS
                                                               When a character misses with a melee attack roll: "Swing
           Melairkyn dwarves built these pits, and Halaster keeps   and a miss!"
           them in working order.
                                                               When a character misses with a ranged attack roll:
             A 10-foot-square slab of 2-inch-thick stone covers each
                                                                 "Missed that one by a mile!"
           pit. Each cover is carved to resemble the floor surround-
                                                               When a character takes damage: "Ouch, that'll
           ing the pit. A character who has a passive Wisdom (Per-  leave a mark!"
           ception) score of 17 or higher recognizes the trapped   When the characters kill a monster: "Score one for the
           section of floor as the cover of a pit. A character can also   underdogs!"
           search the floor for traps, detecting the pit with a suc-  When the party cleric drops to 0 hit points: "The cleric is
           cessful DC 17 Wisdom (Perception) check. Once a pit is   down! Stick a fork in it- this party's done!"
           detected, an iron spike or similar object can be wedged
           between the pit's cover and the surrounding floor to pre-  Splitting the Party. Teleport traps are designed to
           vent the cover from opening. The cover can also be held   split the party- a situation that can challenge any DM.
           in place using an arcane Jock spell or similar magic.
                                                             To ensure that every member of a split party gets atten-
            When a weight of 25 pounds or more is placed on the   tion, think of yourself as a film editor cutting scenes in
           cover, it swings downward (as long as it hasn't been pre-  a movie.  Jump from one group of characters to the next
           vented from opening) and remains open until Halaster
                                                             while spending no more than a few minutes with any
           happens by and decides to close it. Any creature or
                                                             given group or individual. Tense moments are great
           object on the cover when it swings open falls into the pit
                                                             times to "cut" from one group to another-don't be
           below. The pit's depth and other hazards vary by loca-
                                                             afraid to leave them hanging!
           tion, as described in the location's description. Regard-
           less of a pit's depth, its walls are too smooth for charac-  EXPLORING THIS L EVEL
           ters to climb without the aid of climbing gear, magic, or
           the Spider Climb trait (or a similar ability).    The following encounter locations are keyed to map 15.
                                                             The most distinguishing feature of the level is a gaping
           TELEPORT TRAPS                                    chasm that borders several dungeon corridors and
           Teleport traps are at the locations marked T on the   chambers (see area 40 for details).
           map. A teleport trap is a magical effect usually cast on a   The Obstacle Course is mostly devoid of furnishings,
           10-foot-square section of floor, set to trigger whenever a   since the level was designed explicitly to dispose of in-
           creature enters the trap's space. The trap extends all the   truders in an efficient yet entertaining manner.
           way to the ceiling of the space that contains it.
            A teleport trap is invisible to the senses, and a perma-  1.  ON YouR MARK! GET SET!  Go !
           nent Nystul's magic aura spell prevents divination spells
                                                             A broad set of stairs descend to a large chamber with
           such as detect magic from revealing the trap's presence.
                                                             the following features:
          A successful dispel magic spell (DC 18) cast on the
           trapped section of floor destroys the trap.       Pillars. Four stone pillars support a 35-foot-high,
            A creature that enters the trap's space is teleported   vaulted ceiling strung with cobwebs. When one or
           along with any objects it is wearing or carrying to an-  more humanoids approach within 30 feet of the north-
          other teleport trap (or the nearest unoccupied space).   east pillar, a magic mouth spell activates, forming a
          There is no saving throw to resist the teleportation ef-  stone mouth on the pillar.
          fect, and the destination varies from trap to trap. Once a   Statues. Tunnel exits to the north and south are flanked
          creature has been teleported in this way, it is unaffected   by 12-foot-tall stone statues of Halaster Blackcloak,
           by teleport traps on this level for 1 hour.         depicted as a bearded, scowling old wizard wearing
            When a creature is teleported by a trap, Halaster's   a robe covered with lidless eyes and clutching a stout
           booming voice shouts "Teleported!" in Common. The   scepter with a red dragon's head at each end.
          magical voice originates at the point of departure and   Mine Carts. Two mine carts made of corroded iron
          the point of arrival, and it is audible in both locations out   stand near a tunnel exit in the east wall.
          to a range of 100 feet.
                                                             HALASTER STATUES
            Some teleport traps have additional effects, as de-
                                                             These statues can't be moved, knocked over, or dam-
          scribed in their encounter locations.
                                                             aged in any way. A detect magic spell reveals an aura of
                                                             transmutation magic around each one.
          LEVEL 15 I OBSTACLE COURSE
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