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Drawback. While attuned to the helm, you cannot ex-
              20.  HIDDEN HELM
                                                                pend your own spell slots.
             A 10-foot-square, 1-foot-thick secret door conceals this
             room. Despite its size, the door swings open easily.   21.  DISPLACED VAULT
               Beyond the secret door is a circular room with a
                                                                These chambers were built by Melairkyn dwarves on
             20-foot-high, domed ceiling. It has these features:
                                                                another level. Halaster moved them here.
             Spelljamming Helm. In the middle of the room is a
               gilded wooden throne with a cushioned seat and back-  21A. ACID AND GLASS
               rest covered in black velvet sewn with silver stars.   Ultroloths. Four ultroloths (each marked with a U on
               This high-backed, 200-pound chair is the helm of the   map 23) lurk in alcoves along the north and south
               Scavenger, which was stolen by Halaster from the ship   walls of this 30-foot-high room.
               of the same name (see level 19, area 13).        Glass-Covered Acid Pit. The floor is a 6-inch-thick
             Sensors. Near the ceiling float four invisible scrying   sheet of transparent glass, below which is a 30-foot-
               sensors created by the four ultroloths in area 21a us-  deep pit containing a 20-foot-deep pool of yellow acid.
               ing clairvoyance spells. If the ultroloths spot intruders   Visible through the churning, translucent acid are
               in the room, they teleport to this location and attack.   three I-foot-diameter pitted iron wheels affixed to the
                                                                  pit floor in a triangular formation.
              HELM OF THE SCAVENGER                             Secret Door. A secret door in the east wall is locked.
              Wondrous item, legendary (requires attunement by a
              spellcaster)                                        The ultroloths spend most of their time using clair-
                                                                voyance spells to scry on area 20, but they emerge from
              This ornate chair is designed to propel and maneuver a
                                                                their alcoves to attack anyone other than Halaster who
              ship through space.
                                                                enters this room. Their purpose here is to guard area
               Passive Properties. The following properties of
                                                                21b. The acid pit doesn't concern the ultroloths, since
              the helm come into play even when no creature is at-
                                                                they have immunity to acid damage.
              tuned to it:
                                                                  Each 10-foot-square section of glass floor has AC 13, a
              •  When placed aboard a vessel weighing between 1   damage threshold of 10, 25 hit points, and immunity to
               and 100 tons, the helm generates an envelope of fresh   poison and psychic damage. Destroying three or more
               air around the ship while it is in the void of space   10-foot-square sections causes the remainder of the
               (but not underwater). This envelope extends out from   glass floor to shatter, dropping all creatures standing
               the edges of the hull in all directions for a distance   on it into the acid. Any creature that enters the acid or
               equal in length to the vessel's beam, so that creatures   starts its turn in it takes 33 (6d10) acid damage.
               aboard and near the ship can breathe normally in   A character can use an action to try to turn one of the
               space. The temperature within the air envelope is 70   iron wheels at the bottom of the acid pit, doing so with
               degrees Fahrenheit.                              a successful DC 16 Strength (Athletics) check. A wheel
              •  When placed aboard a vessel weighing between 1 and   can also be turned by a character using a telekinesis
                100 tons, the helm generates an artificial gravity field   spell or similarly powerful magic. Turning all three
               while the ship is in the void of space, so that creatures   wheels unlocks the secret door to area 21b.
               can walk on the ship's decks as they normally would.   The secret door is above the acid and held shut by
               Creatures and objects that fall overboard bob in a   three internal sliding bolt locks, each of which is at-
               gravity plane that extends out from the main deck for   tached to one of the submerged iron wheels in the acid
               a distance equal in length to the vessel's beam.   pit. In lieu of turning those wheels, characters need
               Active Properties. The sensation of being attuned   three separate knock spells to open the door (one per
              to the helm is akin to being immersed in warm water.   lock). The door can't be forced open otherwise. Once all
                                                                 three bolts are slid back, the door pushes open easily.
              While attuned to the helm, you gain the following abili-
              ties while you sit in it:                                      1
                                                                 21B.  N I MOAR S SH IELD
              •  You can use the helm to propel the vessel across or   This room appears empty except for dust and cobwebs.
               through water and other liquids at a maximum speed   A thorough search reveals a stone peg protruding from
               in miles per hour equal to your highest-level unex-  the middle of the east wall at a height of 6 feet.
               pended spell slot.                                 Treasure. If the word "xunderbrok" is spoken aloud
              •  You can use the helm to propel the vessel through air   anywhere in this room, a wooden shield materializes
               or space at a maximum speed in miles per hour equal   on the stone peg. Iron spikes protrude from the shield's
                to your highest-level unexpended spell slot x  10.   edges, and a cracked ore skull is painted in black on its
              •  Provided you have at least one unexpended spell slot,   outer surface. A legend lore spell reveals that the shield
               you can steer the vessel, albeit in a somewhat clumsy   was crafted for Nimoar, a legendary human warlord who
                fashion, in much the same way that oars or a rudder   died in 936 DR. After his death, the shield disappeared
                can maneuver a seafaring ship.                   from Nimoar's Hold (a fortress that stood where Castle
              •  Whenever you like, you can see what's happening on   Waterdeep stands today), only to find its way here.
                and around the vessel as though you were standing in   Nimoar's shield is a +3 shield with no additional magi-
                a location of your choice aboard it.             cal properties.




                                                                                      LEVEL 23 I MAD WIZARD'S LAIR
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