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

