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black armor. In his withered hands, he holds two tiny   ARCH  GATE TO LEVEL 23
              painted wooden figurines  (busts of  himself and his sis-  The arch is one of Halaster's gates (see "Gates," page
              ter as young children, which he took from the fresco   12). Its rules are as follows:
              in area 19).
                                                              •  If  any creature touches the arch, the face shouts out in
             The adventurers catch Zalthar in a moment of reflec-  Common: "Yield magic for safe passage!" A stone arm
            tion, and he considers their presence an affront. He is a   with a flat, outstretched hand then rises from the floor
            death knight, with these changes:                   before the arch. If  a magic item of at least uncommon
                                                                rarity is placed into the hand, it sinks back into the
            •  Zalthar wields a nine lives stealer longsword with 5
             charges remaining. He has a +13 bonus to hit with the   floor with the item, which is teleported to Halaster's
             weapon. On a hit, he deals 11 (ld8 + 7) slashing dam-  study in area 37 of level 23. The gate then opens for 1
             age, or 12 (ldlO + 7) slashing damage if used with two   minute. If  an appropriate magic item is not placed in
             hands, plus 18 (4d8) necrotic damage.              the hand within 10 seconds of  its appearance, it points
            •  He has the locate creature spell prepared instead of   to the nearest creature that Halaster's visage can see.
             banishment.                                        That creature must succeed on a DC 22 Constitution
            •  He speaks Abyssal, Common, and Deep Speech.      saving throw or be petrified.
                                                              •  Characters must be 17th level or higher to pass
             When intruders enter the room, Zalthar stands, draws   through this gate (see "Jhesiyra Kestellharp," page
            his sword, and says, "Dezmyr foretold your arrival. I've   10). The first creature to pass through the gate trig-
            been waiting for you." He then tries to destroy them.   gers an elder rune (see "Elder Runes," page 12).
                                                              •  A creature that passes through the gate appears in
            34B.  BLACK OBELISK                                 area 1 on level 23, in the closest unoccupied space
            This 20-foot-high room contains a single object: a   next to the similar gate located there.
            15-foot-tall, tapered obelisk of black stone situated in the
            middle of  the room.                               36. VACANT ROOMS
             The Shadowdusks found the obelisk on another level
            of Undermountain and brought it here after subjecting   The Shadowdusks never visit these rooms. Characters
            it to Far Realm energies. It radiates a strong aura of ab-  who rest here are unlikely to be disturbed.
            juration magic under the scrutiny of a detect  magic spell   36A.  EMPTY CHAMBER
            or similar magic, and a paladin using Divine Sense can
            detect a celestial presence trapped within it.    This room stands empty.
              Characters who have a combined Strength of 60 or   36B. RUBBLE-STREWN ROOM
            higher can topple the obelisk, which is a Huge object   Rubble is scattered across the floor beneath a 20-foot-
            with AC 17, 90 hit points, and immunity to poison and   long, 5-foot-wide gash where part of the ceiling has
            psychic damage. Toppling or destroying the obelisk
            releases a couatl trapped within. The couatl, named   collapsed.
            Tezca-Zyanya, appears in the form of  a Tiny yellow frog.   37.  SECRET ROOM
            Using its telepathy, the disguised couatl thanks the
            characters for releasing it. Exposure to the Far Realm   This unlit chamber connects areas 30a and 38c by way
            has deprived the couatl of its memories, including those   of  secret doors. The secret doors are readily identifiable
            that would explain its entrapment and the purpose of   and easily opened from inside the room.
            the obelisk.
             If  the party includes no evil characters, Tezca-Zyanya   XUNDERBROK
            offers to accompany its rescuers and assist them until   If  the word "xunderbrok" is spoken aloud anywhere in
            its services are no longer required. It continues to pass   this room, a granite cone magically appears on the floor
            itself off as a frog until circumstances force it to reveal   in the southernmost corner of the room. (See level 6,
            its true form. Trapped in the obelisk for millennia, it   area 39c, for the significance of  this word.) The cone is
            knows nothing about Undermountain or Waterdeep.    4 feet tall and 2 feet wide at the base. Close examination
                                                               reveals that the top of the cone unscrews to reveal a hol-
            35. EYES  OF STONE                                 low compartment under the cap.
                                                                Treasure. The cone's compartment contains a potion
            This chamber is the only means by which characters   of  giant strength (cloud) in a stoppered,j-shaped crystal
            can enter level 23 of Undermountain.               flask worth 25 gp.
            Arch. A stone arch is embedded in the east wall be-                                                        '
              tween the two arms of the chamber. The arch's key-  38. DEZMYR'S  CHAMBERS
              stone is carved with the visage of Halaster, whose   Dezmyr dwells here, plotting the conquest of Waterdeep
              eyes follow any creature that approaches the arch.   and the destruction of her family's ancient enemies.
            Petrified Beholder. In the northern arm of the room, a
              petrified beholder sprawls on its side on the floor.   38A. MEMENTO MORI
              The beholder has been here longer than the Shadow-  Tapestry. A large tapestry depicting the city ofWater-
            dusks. If  released from its petrified state with a greater   deep hangs on the east wall.
            restoration spell or similar magic, it attacks other crea-  Skull. A charred human skull rests atop a 3-foot-high
            tures indiscriminately.                             stone pedestal in front of the tapestry.


            LEVEL 22 I SHADOW DUSK  HOLD
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