Page 202 - Waterdeep - Dungeon of the Mad Mage_Neat
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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
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