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5.  MAGICAL REPOSITORY                              Shield. The room is empty except for a steel shield
                                                              hanging on the south wall. The shield is cast in the form
           Ceiling. This room has a 30-foot-high vaulted ceiling.
                                                              of a serene, angelic visage wreathed in bronze feathers.
           Statues. Four statues, each one carved to look like a   A  detect magic spell reveals an aura of abjuration
             20-foot-high purple worm bursting up through the   magic around the otherwise ordinary shield, inside
             floor, fill the corners of the room. (These statues are   which is trapped a pit fiend named Kastzanedes. Any
             harmless.)
                                                              ability that detects the presence of fiends, such as a pala-
           Dome. A deep, 20-foot-high alcove in the north wall con-
                                                              din's Divine Sense class feature, reveals the presence of
             tains four invisible stalkers trapped inside an invis-
                                                              such a creature bound within the shield.
             ible, dome-shaped wall of force rising from the floor.   If an identify spell is cast on the shield, or if it is
             (Any items that Halaster removed from the mine carts   brought within 10 feet of its sister shield in area 9b,
             in level 15, area 1, lie on the floor inside the dome. The
                                                              the pit fiend is released. It appears within 5 feet of the
             dome appears to contain nothing else.)
                                                              shield's bearer or in the nearest unoccupied space. The
             The dotted circle on map 23 marks the edge of the   freed pit fiend attacks any other creatures it can see, tar-
           dome, which was created by a wall of force spell made   geting celestials above all others.
           permanent by Halaster. The dome can't be dispelled by   While trapped in the shield, the pit fiend can commu-
           dispel magic, but a disintegrate spell destroys it, freeing   nicate telepathically with the shield's wielder. It pretends
           the invisible stalkers within.                     to be a sentient magic item that is unwilling to disclose
            The invisible stalkers attack any creature other than   its secrets, trying to goad the characters into casting
           Halaster that enters the dome using magic (such as a di-  identify on it. If that tactic doesn't work, the pit fiend
           mension door or misty step spell). They also attack if the   tries to talk the shield's wielder into undertaking a quest
           dome is destroyed. The stalkers like to gang up on one   to find its sister shield. The pit fiend suspects that the
           opponent at a time.                                other shield is nearby, but does not know its location.
           6. WIZARDLY WARDS                                  6c. COMPONENTSSTOREROOM
                                                              This room contains wooden trestle tables laden with
           A trapped hall (area 6a) guards two of Halaster's vaults   material components for spells, including linen-wrapped
           (areas 6b and 6c).
                                                              slabs of butter, casks of licorice root shavings, bottles of
                                                              snake tongues, a terrarium filled with glowworms, and
           6A. LIGHTNING PILLARS
                                                             wax-sealed jars of rotting eggs.
           This two-chambered hall has a 20-foot-high ceiling
           supported by ten copper-plated pillars of iron. The pil-
                                                              7.  ThLEPORTATION PILLARS
           lars generate arcs of magic lightning, as well as bolts
           that leap from one pillar to another. Creatures standing   Eight black marble pillars form a circle in this 20-foot-
           outside the hall are safe, as are creatures within the   high room. Carved into each pillar is a symbol repre-
           20-foot-square space marked on map 23. A creature that   senting one of the eight schools of magic (Abjuration,
           ends its turn in any other space in the hall is struck by   Conjuration, Divination, Enchantment, Evocation,
           lightning from the nearest pillar and must make a DC   Illusion, Necromancy, and Transmutation).
           15 Dexterity saving throw, taking 22 (4d10) lightning   The first time a character enters the circle of pillars, a
           damage on a failed save, or half as much damage on a   magic mouth spell activates on the floor and speaks the
           successful one.                                    following riddle in Common before vanishing:
            A character who uses an action to study the pillars   A crown festooned my dwarven brow.
           and succeeds on a DC 20 Intelligence (Investigation)   I rest beneath the mountain now.
           check notices a pattern in the lightning discharges and   Who am I?
           gains advantage on saving throws made against the pil-
           lars. In addition, the character identifies the safe space   The answer is "Melair," the dwarf king who is buried
           in the middle of the hall.                        on level 6. The characters can use divination magic to
                                                             determine the correct answer if they can't work it out.
           6B. ANGELIC SHIELD                                  Speaking Melair's name aloud while standing in the
           Mounted on the door to this chamber is a bronze   room causes the symbols on the pillars to glow bright
           knocker shaped like Halaster's mad visage, his beard   colors. The symbols continue to glow for 1 minute.
           entwined around the knocker's ring-shaped handle. A   During that time, any creature that enters the area in-
           tiny bronze plaque mounted below the knocker reads in   side the pillars or starts its turn there is teleported to a
           Common, "Knock first before entering."            similar location in area 8, along with anything it is wear-
            Using the knocker triggers a glyph of warding spell   ing or carrying.
           cast at 8th level. The glyph creates a 20-foot-radius
           sphere of magical flame. Each creature in the area must   8. ThLEPORTATION PILLARS
           make a DC 22 Dexterity saving throw, taking 45 (10d8)   Eight black marble pillars stand in a circle near the
           fire damage on a failed save, or half as much damage   walls of this 20-foot-high room. A fist-sized yellow sap-
           on a successful one. The tiny glyph can be found on the   phire is embedded in each of the five easternmost pillars
           backside of the knocker's handle with a successful DC   at a height of 10 feet, such that all five gemstones face
           22 Intelligence (Investigation) check.            inward. Each of the remaining three pillars, in the west
                                                             side of the room, bears an empty indentation where a

           LEVEL 23 I MAD  WIZARD'S  LAIR
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