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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

