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similar gem is meant to be placed. The three missing   offers to fight alongside the party until such time as it
             gems can be found in area 17.                      can leave this level and complete its mission, provided
               When all eight yellow sapphires are placed in their   the characters aren't predominantly evil. If  the charac-
             pillars, they glow brightly as the pillars' magic activates.   ters help Aryx defeat Fazrian later on, the deva shows its
             Any creature that enters the area inside the pillars or   gratitude by bestowing upon them the blessing of  health.
             starts its turn there is teleported to a similar location in
             area 7, along with anything it is wearing or carrying.   10. ARCANE DISPLAY
               The sapphires can be pried from their fixtures, but   These areas have 20-foot-high, arched ceilings.
             removing even one of them deactivates the pillars.
                                                                lOA.  ZIGZAGGING GALLERY
             TREASURE                                           Characters who make a loud racket in this hall attract
             The yellow sapphires are worth 1,000 gp each.      the seven ftameskulls in area lOb. The features of this
                                                                hall are as follows:
             9. VAULTS
                                                                Chandeliers. Radiant crystal chandeliers levitate near
             These chambers have 15-foot-high, fiat ceilings.
                                                                  the ceiling.
                                                                Paintings. Paintings line the walls. They come in many
             9A.  HALL OF STAFFS
                                                                  sizes and have gilded frames.
             Mosaics. Tiled mosaics depicting a variety of magic
               staffs cover the walls. (Hidden behind a mosaic depict-  The hall contains three chandeliers, their locations
               ing a staff  of  thunder and lightning is a secret door.)   marked on map 23. Each chandelier magically sheds
              Dead End. Part of the eastern wall has been obliterated,   bright light in a 20-foot radius and dim light for an addi-
                                                                tional 20 feet. A chandelier can bear up to 150 pounds of
               leaving behind a jagged dead-end tunnel.
                                                                additional weight before falling. Casting dispel magic on
               The mosaic of the staff  of  thunder and  lightning, un-  a chandelier causes it to go dark and fall to the floor with
              like the others, is cracked and scorched. If  this section   a loud crash.
             of wall is targeted by any effect that deals lightning or   The paintings are stuck to the walls with sovereign
              thunder damage, the secret door hidden behind the mo-  glue and require universal solvent to remove without
             saic swings opens into area 9b. Knock spells and simi-  destroying them. A detect magic spell reveals an aura of
              lar magic have no effect on the secret door, but a disinte-  illusion magic around each painting, of  which there are
             grate spell destroys it. No amount of physical force can   hundreds. Half  of them are portraits of Halaster, looking
              open the secret door from this side, but the door opens   as demented as ever io his robe of  eyes. About a quarter
              easily from area 9b.                              of  them are portraits of other wizards (former appren-
                                                                tices). The remainder are paintings of unknown people
              9B.  DIABOLICAL SHIELD                            with the heads of  small beasts (badgers, mice, rabbits,
              Hanging on the west wall of this otherwise empty   birds, fish, and so forth). The paintings' eyes (including
              15-foot-high room is a steel shield cast in the form of a   the eyes on Halaster's robes) seem to follow visitors as
              scowling devil's face wreathed by bronze flames.   they move through the hall-a  minor magical illusion.
               A detect magic spell reveals an aura of abjuration
              magic around the otherwise ordinary shield, inside   lOB.  SHIELD TRAP
              which is trapped a deva named Aryx. While trapped
              in the shield, Aryx can't communicate with anyone.   Flameskulls. Unless they were drawn to area lOa,
                                                                  seven ftameskulls float here, their green flames the
              Any ability that detects the presence of celestials, such   only sources of light in this room.
              as a paladin's Divine Sense class feature, reveals the   Decor. More paintings like the ones in area lOa line
              presence of  such a creature bound within the shield.   the walls. A golden shield encrusted with gemstones
              If  a dispel evil or  good spell is cast on the shield, or if   hangs on the south wall among the paintings.
              the shield comes within 10 feet of a fiend, the deva is
              released, appearing within 5 feet of the shield or in the   Halaster made the flameskulls from the skulls of
              nearest unoccupied space. Once freed, the deva uses its   wizards who tried and failed to become his apprentices.
              detect evil and  good spell to determine if there are any   They attack intruders on sight, bombarding them with
              evil creatures in its presence. If  so, Aryx attacks them,   fireball spells in the first round of  combat. The ftame-
              targeting fiends above all others.                skulls pursue intruders that flee, using their mage hand
               Aryx was sent by Tyr, the god of justice, to talk some   spells to open doors if needed.
              sense into Fazrian, the fallen planetar on level 21. Be-  Hanging on a stone peg that juts from the wall, the
              fore Aryx could approach Fazrian, however, Halaster   gold-plated shield is etched with arcane runes . A detect
              trapped the deva in the shield. Aryx must complete its   magic spell reveals an aura of necromancy magic ra-
              mission before it can return to Tyr's heavenly realm. If   diating from the shield. A character who examines the
              the characters claim to have killed Fazrian or helped the   runes and succeeds on a DC 18 Intelligence (Arcana)
              planetar achieve atonement, the deva uses a commune   check can ascertain that the runes give the shield the
              spell to verify as much. If  the characters speak the truth,   magical ability to trap creatures inside it.
              Aryx shows its gratitude by granting each party member   Any creature that touches the shield must succeed on
              a blessing of  health (see "Supernatural Gifts" in chapter   a DC 18 Wisdom saving throw or become trapped inside
              7 of the Dungeon Master's Guide). If  the characters have   it, along with everything the creature is wearing or car-
              not yet dealt with the fallen planetar on level 21, Aryx   rying. The shield displays a faint image of the trapped

                                                                                      U:VEI. 23 I MAD WIZARD'S  I.AIR
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