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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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