Page 202 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 202
16. SPECTRAL BRIDGE 19. GRABBY PILLARS
A 120-foot-long, 10-foot-wide bridge of wispy magical Ropers. Three ropers are disguised as 10-foot-tall
energy spans the lava-filled chasm, connecting areas 9 pillars of rough-hewn stone that extend from floor to
and 17. This bridge provides a relatively safe means of ceiling. Lying on the floor between the pillars is a key
crossing the chasm, particularly given that the chasm of bone. Set into each pillar at a height of 7 feet is a
suppresses fly spells and similar magic (see area 40). lidded eye fixed on the key. (These are the ropers' ac-
The bridge, suspended 30 feet above the surface of tual eyes, which appear still and lifeless.)
the lava, is flat, translucent, and without railings. Nor- Frescoes. The walls are covered with faded frescoes
mally, it is solid and safe to walk on-but any section that depict Underdark caverns and fungi forests.
of the bridge within 10 feet of a magic item becomes Teleport Trap. A teleport trap (see "Teleport Traps,"
insubstantial. A creature or object passes through an page 194) fills the space marked on the map.
insubstantial section of the bridge like it's not there. A The 6-inch-long key is carved from a dragon's finger
successful dispel magic spell cast on the bridge (DC 18) bone, and its yellow head is shaped like an H. This key
causes the entire span to disappear for 1 hour. unlocks the doors to area 39c. A similar key can be
ln order to retain their magic items as they cross the found in area 30b.
bridge, the characters must devise a way to distance the The ropers remain still and hold their pillar-like
items from the bridge as they cross it, such as by tying shapes until the key is disturbed or until one or more of
the items to ropes and dangling them more than 10 feet the ropers is attacked or poked in the eye, whereupon
from the span. all three sprout tendrils and attack all other creatures in
the room. The ropers ignore intruders otherwise, since
FIREBALL ThAP Halaster keeps them well fed.
Whenever a creature on the bridge crosses the midpoint
of the span, there is a 25 percent chance that the lava ThLEPORT ThAP
pool below spouts a fireball that explodes at a point A creature teleported by this room's teleport trap arrives
centered on that creature. The effect is that of a fireball at a location determined by rolling a d20 and consulting
spell (save DC 19) cast using a 7th-level spell slot. It the following table:
deals 42 (12d6) fire damage on a failed saving throw, or
half as much damage on a successful one. d20 T eleport Destination
1-8 The teleport trap in area Sb
9-14 The teleport trap in area 13a
15-20 The teleport trap in area 26
What's left of this room is perched above the lava at the
north end of the spectral bridge (area 16). Most of the
chamber was destroyed when the chasm was created, 20. SEPARATED HALL
~~~~~~~~~
but the following features remain: This empty hallway has been broken away from the rest
Frescoes. Damaged frescoes cling to the few walls of the level by the lava-filled chasm (described i.n area
that weren't destroyed by the chasm's formation. 40). Creatures in the haJI can hear the lava children
These frescoes depict obscene orgies ben.veen drow playing in area 40b to the north.
and demons.
Door Carving. Covering the north door (to area 18) is a 21. DESTROYED ROOM
~~~~~~~~-
silver-inlaid carving of a spider's web. A crumbling ledge overlooks a great chasm brightly lit
by a bubbling pool of Java 30 feet below. Characters who
18. R UINED SHRINE peer over the ledge can see several creatures frolicking
This room stands empty except for fist-sized bas-re- in the lava.
liefs of spiders at various heights along the walls. The Characters who make no effort to conceal themselves
furnishings of the shrine were either destroyed by the as they cross the room are detected and attacked by the
formation of the chasm or disintegrated by the death creatures frolicking in the pool: six lava children (see
tyrant. What remains is an empty chamber with a crum- appendix A) and seven magma mephits. See area 40d
bling ledge that overlooks a lava pool 30 feet below. for details.
Characters who make no effort to conceal themselves
as they approach the ledge are spotted by the creatures 22. TELEPORT TRAPS ~~~~~~~~~
frolicking in area 40d: six lava children (see appendix These tunnels contain two teleport traps (see "Teleport
A) and seven magma mephits. See area 40d for details. Traps," page 194).
ThEASURE 22A. WEST ThLEPORT ThAP
A character who sea~ches the north wall and succeeds A creature teleported by this trap arrives at a location
on a DC 15 Intelligence (Investigation) check discov- determined by rolling a d20 and consulting the fol-
ers that one of the spider carvings on that wall can be lowing table:
detached. The carving is 6 feet off the floor, weighs 10 d20 T eleport Destination
pounds, and acts as a plug sealing a stone tube. Remov-
ing the plug causes 250 pp to cascade out of the tube 1-10 The teleport trap in area 26
onto the floor. 11- 20 The teleport trap in area 28
L.EVEL 15 I OBSTACLE COURSE

