Page 198 - Waterdeep - Dungeon of the Mad Mage_Neat
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Each statue is rooted to the floor and is a Medium ob-  The statue depicts Deep Duerra, the duergar god of
             ject with AC 19, 40 hit points, and immunity to all dam-  conquest and psionics. Recognizing this sinister figure
             age except force damage.                           requires a successful DC 20 Intelligence (Religion)
                                                                check; dwarves (including duergar) have advantage on
             5. ANTECHAMBER                                     the check. A successful DC 15 Intelligence (Arcana or
                                                                Nature) check confirms that she is holding the skull of a
             Several traps and obstacles await visitors to these areas.   long-dead mind flayer.
             The ceilings are 10 feet high throughout.            Treasure. A detect magic spell reveals an aura of illu-
                                                                sion magic around the mind flayer skull, and an identify
             5A. HALASTER'S COIN
                                                                spell or similar magic reveals its magical properties. A
             Columns. Six 10-foot-wide columns support the ceiling.   creature with the skull in its possession is invisible to
             Gilded Statue. An alcove in the south wall contains   mind flayers, as is anything the creature is wearing or
               a gilded statue of Halaster Blackcloak holding what   carrying. The skull crumbles to dust and is destroyed
               looks like coins in its outstretched right hand.   ldlO days after leaving the statue's grasp.
             Secret Door. A northwest alcove contains a secret door
               that opens into area 5d.                         6.  LOOTED CHEST
               The statue holds five gold-painted stone coins in its   Scorch Marks. This circular chamber has a 20-foot-
             outstretched hand. Close inspection reveals that one   high domed ceiling. Every surface is scorched and
             of the coins is loose and can be removed from the stat-  covered with soot, in a manner suggesting that multi-
             ue's hand. Engraved on each side of the loose coin is   ple fiery explosions have occurred here.
             Halaster's rune. A detect magic spell reveals an aura of   Xunderbrok. On a section of  the back wall, an excla-
             abjuration magic around the coin, and an identify  spell   mation is scrawled in the soot: XUNDERBROK! (A
             or similar magic reveals its magical property.       previous explorer spelled this word on the wall. For
               When an elder rune triggers within 60 feet of the   information on its meaning, see area 39c on level 6.)
             creature that possesses the coin, the creature can use   Chest. A stone chest also blackened by soot lies open in
              its reaction and the coin to change the elder rune's bane   the middle of the floor. (The stone chest is empty, its
             effect into a boon effect, or vice versa. After the coin   contents looted long ago. It weighs 500 pounds.)
              is used once, it disappears in a flash, accompanied by
              Halaster's booming laugh.                         TELEPORT TRAP
                                                                In addition to the empty chest, the middle 10-foot square
              5B. TELEPORTTRAP                                  of the room contains a teleport trap (see "Teleport
              This trap is located in the far west alcove in the south   Traps," page 194). A creature teleported by this trap
              wall (see "Teleport Traps," page 194). A creature tele-  arrives at a location determined by rolling a d20 and
              ported by this trap arrives at a location determined by   consulting the following table:
              rolling a d20 and consulting the following table:
                                                                   d20   Teleport Destination
                d20   Teleport Destination
                                                                   1-6   The teleport trap in area 13a
                1-10   The teleport trap in area 19
                                                                  7-12   The teleport trap in area 22b
               11-15   The teleport trap in area 28               13-20  The teleport trap in area 40c
               16-20  The teleport trap in area 40c
                                                                7.  F IDELIO'S FOLLY
              5c.  ELECTRIFIED PORTCULLISES
              This empty, 30-foot-wide, 10-foot-deep, 10-foot-high   Chasm. This partially destroyed room is dimly lit by
              chamber is closed off by two humming iron portcul-  the lava at the bottom of the nearby chasm (see area
              lises with 3-inch gaps between their I-inch-thick bars.   40). Past the chasm's ledge is a spectral bridge that
              A winch on the north wall of  the chamber raises and   connects two other partially destroyed chambers
              Jowers both portcullises simultaneously, but it's beyond   (see area 16).
              the reach of  characters standing outside the room. A   Peeling Paint. The vibrant green paint that once
              mage hand cantrip or an unseen servant spell cannot   adorned the walls has mostly peeled off from the
              exert enough force to turn the winch, but a telekinesis   chasm's extreme heat.
              spell does. A character can also circumvent one or both   Ghost. As one or more characters attempt to cross the
              portcullises using a spell such as misty  step or  gaseous   room, the ghost of Fidelio, a human paladin of  Tyr,
              form. Any creature that touches either portcullis or   appears in the middle of the room. The air around it
              passes between its electrified bars takes 22 (4d10) light-  reeks of  cheap cologne.
              ning damage, or 44 (8d10) lightning damage ifthe crea-  Fidelio's ghost has 80 hit points and appears as a
              ture is made of ferrous metal or wearing metal armor.   translucent knight in shining armor, with the symbol of
                                                                 Tyr (a set of balanced scales) on his ghostly breastplate.
              5o. DEEP DuERRA's  DEN                             The ghost is lawful good and speaks in Common. If  the
              This chamber, hidden behind a secret door, is choked   ghost is reduced to 0 hit points, it re-forms 24 hours
              with dust and cobwebs. The room's only feature is a   later in a random location within the Obstacle Course
              9-foot-tall stone statue of  a cloaked female dwarf, her   and remains there until encountered again.
              face half hidden under a cowl. In one outstretched hand,
              she holds an alien skull, yellowed with age.

                                                                                       LEVE!. 15 I OBSTACLE COURSE
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