Page 197 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 197

Any nonmagical weapon that strikes a statue for the   before stepping on it discovers the hidden alarm system
           purpose of  dealing damage to it turns to dust.    with a successful DC 20 Wisdom (Perception) check.
                                                               A secret door in the west wall opens into area 3, and
           MAGIC MOUTH                                        north of the room is a hidden pit trap.
           In Halaster's voice, the magic mouth speaks the follow-
           ing words in Common before disappearing: "Welcome   COVERED PIT
           to the Obstacle Course! Place all weapons and magic   This hidden pit (see "Covered Pits," page 194) is 20
           items in the carts for safekeeping. You won't need them.   feet deep, but the bottom 10 feet is occupied by a gelat-
           Hurry! Time is running out."                      inous cube. Any creature that falls into the pit takes
                                                              10 (3d6) acid damage as it sinks into the cube and is
           MINE CARTS
                                                             automatically engulfed by it. If  the cube is attacked from
           The axles, wheels, and brake handles of the mine carts
                                                             above, it rises out of the pit on its turn and tries to engulf
           are rusted in place. A prestidigitation cantrip or  similar   anything in its path.
           magic can free the mechanisms and render a mine cart
           functional for the spell's duration, but it still squeals   3. STUFFED MONSTERS
           loudly when rolled across the floor.
                                                             The secret doors leading to this chamber are 10 feet
            The characters are under no compulsion to heed
                                                             square. It takes a singular or combined Strength of 16
           Halaster's magic mouth spell. Any items they place in
                                                             to push open each door. The room is choked with dust
           the carts and leave there are safe for 24 hours. After
                                                             and cobwebs. Five dead creatures stuffed with sawdust
           that, all unattended objects in the carts disappear-
                                                             and displayed in lifelike poses are crammed into the
           taken by Halaster to area 5 on level 23. Characters can
                                                             northern half of the room. The stuffed monsters and
           find the missing items waiting for them there.
                                                             their weights are summarized below:
           COVERED PIT                                       •  An aarakocra with wings spread, clutching a javelin
           This 40-foot-deep hidden pit (see "Covered Pits," page   (120 pounds)
           194) is located between the two northernmost statues.   •  A reared-up ankheg (600 pounds)
           Halaster has cast a glyph of  warding spell at the bottom   •  A young brass dragon with wings tucked in, head low-
           of the pit, set to trigger a fireball spell (save DC 22) when   ered, and jaws agape (750 pounds)
           a creature lands on the pit floor. The fireball is created   •  An ettercap with its arms raised menacingly
           using a 7th-level spell slot, engulfs all creatures in the   (200 pounds)
           pit, and deals 42 (12d6) fire damage on a failed save, or   •  A hell hound with a continual flame spell cast in its
           half  as much damage on a successful one. Creatures in   gullet (150 pounds)
          the pit have disadvantage on the saving throw, as there's
           precious little space to maneuver.                4. CAUGHT IN THE TENTACLES

                                                             Ceilings. The central portion of this chamber has a
          TELEPORT TRAP
                                                               domed ceiling 20 feet high. Wings to the east and west
           Halaster has placed a teleport trap (see "Teleport
                                                               have 15-foot-high arched ceilings.
          Traps," page 194) between the two southern statues.
                                                             Crevasse. Orange light and intense heat spill from a cre-
          A creature teleported by this trap arrives at a location
                                                               vasse that splits the room nearly in two. (The source
          determined by rolling a d20 and consulting the fol-
                                                               of  the light is a river of lava 30 feet below, which wid-
          lowing table:
                                                               ens toward the southeast, originating in area 40d.)
             d20   Teleport Destination
                                                             Statues. Two life-size iron statues of mind flayers sit in
            1-12   The teleport trap in area 10                opposite corners of the central chamber, facing one
            13-18  The teleport trap in area 19                another with their tentacles outstretched.
            19-20  The teleport trap in area 40c
                                                               Halaster placed the mind flayer statues here and
                                                             trapped them. A detect magic spell reveals auras of  abju-
            Additional Eff ect:  Elder  Rune. The first time a crea-  ration and evocation magic around each one. It doesn't
          ture triggers this teleport trap, an elder rune (see "Elder   require an ability check to realize that a humanoid head
          Runes," page 12) appears in the air between the two   would fit nicely inside each mind flayer's tentacles.
          southern statues a split second after the creature disap-  Any humanoid that passes between the statues must
          pears, and at the same moment a booming voice shouts,
                                                             succeed on a DC 22 Intelligence saving throw or be
          "Teleported!" Draw a card from the Elder Runes Deck   charmed by the statues for 1 minute. The charmed crea-
          (see appendix B) to determine which rune appears. This   ture must use all of its movement on its turn to move
          rune targets all creatures within 60 feet of it with the   toward the nearest statue and stick its head between the
          same effect (bane or boon, determined randomly).   tentacles. (A Small humanoid must climb the front of the
                                                             statue to do so.) Only one creature at a time can place
          2.  C LACKING FLOOR
                                                             its head between the tentacles. A humanoid that places
          The stones that comprise the floor of this 10-foot-high   its head between the tentacles is no longer charmed but
          chamber make clacking noises when stepped on-a     is stunned and remains so until another creature sepa-
          crude but effective alarm system installed by dwarves   rates it from the statue or until the statue is destroyed.
          long ago. A character who searches the floor for traps


          LEVEL 15  1  OBSTACLE COURSE
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