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

