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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

