Page 207 - Waterdeep - Dungeon of the Mad Mage_Neat
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Statue. A 3-foot-tall, S-foot-long statue of a giant toad   ThLEPORT TRAP
            sits beside a 10-foot-square, SO-foot-deep open pit in   This trap fills the alcove. A creature teleported by this
            the southeastern part of  the room.              trap arrives at a location determined by rolling a d20
           Alcove. An empty alcove to the north contains a teleport   and consulting the following table:
            trap (see "Teleport Traps," page 194).
                                                                d20   T eleport Destination
           BRAZIER                                             1- 12   The teleport trap in area 26
           The eight embers swirling above the brazier radiate   13-20  The teleport trap in area 36a
           auras of  conjuration and transmutation magic under the
           scrutiny of a detect  magic spell or similar magic.   Additional  Effect:  Magic Item Theft. When a crea-
            The embers easily slip through the grasp of  mage   ture is teleported to this location from another teleport
           hand spells and other magical effects, but a creature   trap, any magic items in its possession are teleported to
           within reach of tbe brazier can use an action to try to   the bottom of the pit in this room.
           catch an ember, doing so with a successful DC 20 Dex-
           terity check. Catching an ember causes it to vanish and   32. EMPTY  ] UNCTION
           triggers a random magical effect, determined by rolling
                                                             Scrawled in chalk on the west wall is the word "LOOT"
           a d6 and consulting the Magic Embers table. Any crea-
                                                             in Dwarvish, with an arrow pointing toward the south-
           ture that gains a benefit also gains awareness of  that
                                                             west tunnel.
           benefit. Embers that are caught do not reappear.
                                                             33. SHOTS  IN  THE D ARK
           MAGIC  EMBERS
                                                             This room is empty except for a pair of loaded wooden
             d6    Magical E ffect
                                                             ballistae aimed squarely at the doors. When either door
                  The creature that caught the ember gains immunity   is opened, magic causes the ballista across from the
                   to fire damage for the next 24 hours.     door to discharge its wooden bolt, targeting the first
              2   The ember becomes a single bead from a necklace   creature in its path. Each ballista has a +6 bonus to hit
                  of  fireballs.                             and deals 16 (3d10) piercing damage on a hit.
              3   The creature that caught the ember gains the abil-  The ballistae are securely bolted to the floor, and each
                  ity to speak and understand lgnan for the next 24   comes equipped with one bolt.
                  hours (useful for communicating with the mephits
                                                             34.  CHASM'S EDGE
                  and lava children on this level).
              4   The ember becomes an elemental gem  (fire).   This hall terminates abruptly at the edge of  the lava-lit
              5   The ember becomes a diamond worth 5,000 gp.   chasm. If  the characters make a lot of noise here, they
              6   The ember becomes a tiny iron key that unlocks   attract the attention of Netherskull in area 39c, who flies
                                                             into the chasm and attacks them.
                  the jaws of  the giant toad statue.
                                                             35. SCYTH E-SEEING
          GIANT TOAD STATUE
          The giant toad statue merges  seamlessly with the floor   Chasm. The southern end of this chamber has col-
          and can't be moved. A character who inspects the statue   lapsed into a lava-filled chasm (see area 40). Swelter-
          and succeeds on a DC lS Wisdom (Perception) check    ing heat from the lava fills the room.
          notices two things: the statue's jaws are hinged but   Doors. The northern half of the room is empty except
          locked shut, and a tiny keyhole is positioned just above   for two doors. The door in the north wall is round and
          its bulbous eyes. Inserting the proper key into the key-  made of adamantine (see area 39c).
          hole causes the statue's hinged mouth to open, as does   Corpse. Between the northern and southern halves
          a knock spell or similar magic. The mouth can also be   of the room, where the room is narrowest, a female
          opened by a character using thieves' tools who succeeds   dwarf has fallen prey to a scythe trap, her dead body
          on a DC 20 Dexterity check.                          pinned between the trap's blades and the western
            Opening the statue's mouth causes a SO-foot rope   wall. Halaster has placed a teleport trap (see "Teleport
          ladder to tumble out, extending all the way to the bottom   Traps," page 194) just south of the scythe trap.
          of  the pit. The ladder is securely attached to a stone bar
                                                             SCYTHE TRAP
          lodged in the toad's throat, and characters can use it to
                                                             If  the dead dwarf  is disturbed, the scythe blades shatter
          safely climb in and out of the pit.
                                                             due to the built-up pressure from the gears hidden in the
          OPEN PIT                                           walls. Any creature within S feet of the broken trap must
          This SO-foot-deep pit has walls too smooth to climb   succeed on a DC 14 Dexterity saving throw or be struck
          without climbing gear or a special climbing trait such   by flying broken blades for 9 (2d8) slashing damage. A
          as Spider Climb. An antimagic field like that created by   character proficient with thieves' tools can use them to
          an anti  magic field spell fills the uppermost 40 feet of  the   try to safely release the pressure and render the trap
          pit, leaving a 10-foot cube at the bottom unaffected.   harmless, doing so with a successful DC 20 Dexterity
            Treasure. Any magic items teleported away by the   check. If  this check fails by S or more, the trap flies
          statue of  Vergadain in area 23 or by the teleport trap in   apart as described above.
          this room lie unharmed at the bottom of the pit.


          LEVEL 15 I OBSTACLE COURSE
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