Page 200 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 200

Additional  Effect:  Rolling  Dragon. When a creature   to clank and whir, locking the lids of  all the covered pits
              is teleported to this location from another teleport trap,   on this level and deactivating all the teleport traps on
              a disembodied voice shouts, "Teleported!" at the same   this level. Resetting the wheel to its original position re-
              moment the 10-foot-wide dragon statue rolls forward   activates these traps.
              60 feet, passing through the teleport trap's space and   The living unseen servant doesn't announce its pres-
              slamming into the wall of the corridor that leads west.   ence to anyone. If the characters turn the wheel but fail
              Any creature in the path of the rolling statue, including   to destroy the unseen servant, it waits until they leave
              the one teleported by the trap, must succeed on a DC 15   the room before using the wheel to reactivate the traps
              Dexterity saving throw to get out of its way. On a failed   on this level.
              save, the creature is struck by the rolling statue, falls
              prone, and takes 55 (lOdlO) bludgeoning damage.   13. HIDDEN TRAPS
               The statue returns to its original position against the   Two traps are hidden in these unadorned halls.
              east wall after 1 minute, ready to roll again the next time
              a creature teleports into the room.                13A. TELEPORT TRAP
                                                                 A teleport trap (see "Teleport Traps," page 194) fills
              11.  DEAD  END                                     the 10-foot-square space marked on the map. A creature
              Teleport  Trap. A teleport trap (see "Teleport Traps,"   teleported by this trap arrives at a location determined
                page 194) is situated near the bend in the corridor.   by rolling a d20 and consulting the following table:
              Corpse. A dead drow lies on the floor at the end of the   d20   Teleport Destination
                tunnel, around the corner from the teleport trap.   1-10   The teleport trap in area 19
                The rotting corpse of a drow mage lies slumped    11- 18   The teleport trap in area 22a
              against a wall at the end of the tunnel, his face frozen in   19-20  The teleport trap in area 40c
              a scream, his black robe torn and dusty. The drow, El-
              vilac Zmirth, was killed by Netherskull's remote Death   Additional  Effect: Summoned  Devil. After a crea-
              Ray (one of the death tyrant's regional effects) after   ture triggers the trap and is teleported away, an ice
              finishing a long rest in this dead-end tunnel. His sister,   devil appears io the trap's space and attacks any other
              Lorlynn, can be found in area 14b.                 creatures it sees at the same moment a booming voice
                                                                 shouts, "Teleported!" The devil doesn't trigger any of the
              TREASURE                                           teleport traps on this level. It disappears when reduced
              Characters who search Elvilac's remains find a zurkh-  to 0 hit points or after 1 minute. Each time the trap is
              wood wand (used as an arcane focus), a spellbook with   triggered, a new ice devil appears.
              black leather covers, and a spider silk pouch containing
              three soft purple mushrooms that give off an aura when   13B.  COVERED PIT
              subjected to a detect magic spell or similar magic. Elvi-  This hidden pit (see "Covered Pits," page 194) is 40
              lac's spellbook contains all the spells he had prepared   feet deep, and a creature that falls the distance takes
              (see the drow mage stat block), plus dispel magic, stone-  14 (4d6) bludgeoning damage. In addition, Halaster
              skin, and telekinesis. Each of the purple mushrooms   has cast a glyph of  warding spell at the bottom of the
              can be eaten as an action and has the magical proper-  pit, set to trigger a cloudkill  spell (save DC 22) when a
              ties of a potion of  greater healing.              creature lands on the floor of  the pit. The poisonous fog
                                                                 created by the spell fills the pit and lasts for 10 minutes.
              TELEPORT TRAP                                      The spell is cast using an 8th-level spell slot. It deals 36
              A teleport trap fills the 10-foot-square space marked on   {8d8) poison damage on a failed saving throw, or half as
              map 15. A creature teleported by this trap arrives at a   much damage on a successful one.
              location determined by rolling a d20 and consulting the
              following table:                                   14.  SEPULCHERS
                 d20   Teleport Destination                      This corner of  the dungeon holds a pair of dusty crypts.
                 1- 12   The teleport trap in area 6
                13-16   The teleport trap in area 24a            14A. SOUTHERN CRYPT
                17-20  The teleport trap in area 28              The door to this room is engraved with a large rune,
                                                                 while the door frame is carved with leering dwarven
                                                                 skulls. A character who understands Dwarvish recog-
               12. W HEEL ROOM
                                                                 nizes the rune on the door as a dwarven symbol of death
               Hidden behind a secret door is a dusty, 10-foot-high   (identical to the one in area 27).
               room that contains the following features:          Behind the door is a dusty, 10-foot-high crypt that con-
               Lever. In the middle of the room, a 6-foot-diameter rusty   tains the following features:
                iron wheel protrudes from the floor.             Sarcophagi. Three open stone sarcophagi rest in
               Unseen  Servant. Standing silently in the northwest cor-  the middle of the crypt, their lids lying in pieces on
                ner is a living unseen  servant (see appendix A).   the floor.
                The rusty iron wheel can be rotated a half  turn in ei-  Skeletons. Piled against the back wall are scores of
               ther direction, squealing loudly until it clicks to a stop.   moldering dwarf  skeletons (inanimate and harmless).
               Turning the wheel causes mechanisms under the floor

                                                                                        LEVEL 15 I OBSTACLE COURSE
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