Page 24 - Waterdeep - Dungeon of the Mad Mage_Neat
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28A. WEST CHAMBER                                  or more that stands on the lid falls into the pit as the lid
            Two bugbears stand guard in this empty room. When   swings open, taking 10 (3d6) bludgeoning damage from
             confronted by any threat, they retreat along the curved   the fall and 11 (2d10) piercing damage from the spikes.
             northern tunnel to area 28c, gather reinforcements, and   The lid remains open for 1 hour, then automatically
             make their stand in area 28b.                     snaps shut as the trap resets.
              Secret Door. A secret door in the north wall opens   A character searching the tunnel for traps spots the
             into a tunnel leading north. The watch post defenders   pit with a successful DC 15 Wisdom (Perception) check.
            are unaware of it.                                 Hammering spikes between the edges of the lid and the
                                                               surrounding walls keeps the pit from opening.
             28B.  OBELISK OF THE EYE                            Dead Goblin. A dead goblin is impaled through the
             Obelisk. In the north end of this room stands a 14-foot-  head by a spike at the bottom of the pit. Its gear lies
              tall granite obelisk with a lidless eye carved near its   nearby. A scimitar, a shortbow, and a quiver with 9 ar-
              top on the south-facing side. The bottom half  of the   rows lie near the goblin's impaled corpse. The dead gob-
              obelisk is covered with dirty, bloody handprints.   lin also has a lucky charm: a desiccated dwarf thumb.
             Alcoves. Wide alcoves surround the obelisk to the west,   29. EYE SEE You!
              north, and east. They contain a dozen goblin beds
              made of bundled rugs and torn fabric. (The beds have   Hanging Shields. Sixteen old shields bearing em-
              nothing of  value.)                                blems from long-forgotten human, dwarven, and
                                                                 elven realms hang on the north and south walls of
              A detect magic spell reveals a faint aura of divination
                                                                 this tunnel.
             magic surrounding the obelisk, and the goblinoids be-  Scrying Eye. As the characters traverse the corridor,
             lieve (incorrectly) that Xanathar can see through the
             obelisk's eye to keep watch on them.                a large floating eye surrounded by glowing motes of
              The first character to touch the obelisk with a bare   light appears ahead of them. This is one of Halaster's
             hand receives the following telepathic message in Com-  scrying eyes (see "Halaster's Lair," page 311). It
                                                                 studies the characters for a minute or two before dis-
             mon: "I cast my eye into the future and see in yours a
             perilous descent. South of here, beyond a secret pas-  appearing without a sound.
             sage, waits the Two-Headed King. Look to his left. There   30. MAD ELEMENTAL
             you will see the path you are destined to take." These
             words seem to emanate from within the obelisk and are   This area consists of  a zigzagging hall (area 30a) and
             meant to sound soothing, but a character who hears the   a guard room (area 30b). A berserk air elemental is
             words can discern a hint of  subdued madness in them   trapped here. Its howls can be heard throughout the
             with a successful DC 15 Wisdom (Insight) check. (The   area. Assume it's in area 30b when the characters
             obelisk was created by Halaster and sounds just like   first arrive.
             him.) The obelisk's "vision" refers to the secret passage   The elemental can tell when someone opens the door
             at area 38, the two-headed statue in area 39a, and the   at either end of the zigzagging hall or the secret door in
             stairs west of the statue that lead down to level 2.   the guard room. As soon as it hears a door open or feels
              Casting dispel magic on the obelisk renders it non-  a slight change in air pressure, it rushes toward the
             functional. Toppling the obelisk requires a successful   open doorway, attacking all creatures in its path.
             DC 25 Strength (Athletics) check and causes it to break
             into myriad pieces on the floor.                   30A. ZIGZAGGING HALL
                                                               This hall was designed to thwart archers by reducing
             28C. EAST CHAMBER                                  their line of  sight. Other than a few scattered bones on
             Goblins. Unless they are led elsewhere, six goblins   floor, it contains nothing of interest.
              cower behind broken halves of  a stone table tipped on   30B.  GUARD ROOM
               its side. (They peer around the table's edges with their   Lying on the floor is a battered helm, a tattered suit of
               bows aimed at the rough-hewn tunnel leading east.)   leather armor, two halves of a shattered wooden shield,
             Corpses. Lying on the floor between the goblins and the   a rusty longsword, a rotting quiver, several broken ar-
               tunnel are two dead goblins (one headless) and a dead   rows, and a longbow with a snapped string.
              grick, riddled with goblin arrows.                 A secret door in the west wall leads to a dusty tunnel
             Secret Door. A secret door in the north wall opens into
               a tunnel leading north and east. The watch post de-  that connects to area 31.
               fenders are unaware of it.                       31.  DELVERS'  HALL
               The goblins have orders to kill any gricks that emerge   Wererat. A wererat named Sylvia Featherstone scours
             from the eastern tunnel. Having lost several of  their   the hall in her giant rat form.
             companions to the gricks in area 36, the goblins are jit-  Statues. Cobweb-covered statues of  dwarves stand atop
             tery and afraid for their lives.                    2-foot-high pedestals in alcoves. (One of the northern-
                                                                 most statues has been pushed aside, leaving grooves
             28D. CONCEALED SPIKED PIT
             The 10-foot-square section of floor at the end of this   in the floor and clearing a path to a secret door that
                                                                 opens into a tunnel connecting with area 30b.)
             tunnel doubles as the lid of a 30-foot-deep pit with stone
             spikes at the bottom. Any creature weighing 50 pounds

                                                                                         l  f.VEL I  I DUNC  EON  LEV£L
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