Page 40 - Waterdeep - Dungeon of the Mad Mage_Neat
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Arch Gate. The arch is one of Halaster's magic gates   dealing 16 (3dl0) fire damage on a hit, but it can't attack
             (see "Gates," page 12). The Xanathar Guild forces   any creature directly above it. Treat each ballista as a
             nearby are aware of the gate but don't know how to acti-  monster with a challenge rating of 2 (450 XP).
             vate it. Its rules are as follows:                   The ballistae can't perceive (and thus they ignore)
                                                                creatures that keep to the easternmost 60-foot section
             •  Touching the arch with a nonmagical item made   of the hallway. Once they detect intruders, however,
               entirely of ferrous metal (such as an iron spike) re-  the ballistae amble forward on hinged legs to close the
               duces the item to powdered rust and opens the gate   distance. If  a ballista has nothing to attack on its turn, it
               for 1 minute.                                    returns to its starting position.
             •  Characters must be 9th level or higher to pass through
               this gate (see "jhesiyra Kestellharp," page 10). The   22. G ARRUX'S  B REWERY
               first creature to pass through the gate triggers an el-                      -----
               der rune (see "Elder Runes," page 12).           This complex was built by a dwarf named Garrux, who
             •  A creature that passes through the gate appears in   served as Master of  Ale and Provisions for the Me-
               area 24 on level 6, in the closest unoccupied space   lairkyn dwarves.
               next to the identical gate located there.
                                                                22A. ALE DISPENSER
              20D. SECRET ARMORY                                Pillar. A stone pillar in the middle of the room has a
             This 20-foot-high room is hidden behind a secret door   ring of six copper spigots jutting out of it, 3 feet above
              and contains the following:                         the floor.
                                                                Bas-Reliefs. Carved into the walls are twenty bas-reliefs
             Bugbears. Three bugbears have broken away from the
               main group in area 20b to search this room for trea-  depicting drunken dwarves in different poses. One
                                                                  hand of each dwarf  protrudes from the wall. Three of
               sure. They have worked their way to the east end of
               the room and aren't expecting trouble.             these hands grasp copper tankards.
             Racks. Weapon and armor racks stand like library     The stone pillar has copper pipes running through it.
               bookshelves in the middle of the room, with dusty,   These pipes connect to the vats in area 22c. When the
               web-filled aisles between them.                  brewery was operational, dwarves could draw ale from
             Sharpening Wheel. Half embedded in the floor in the   the pillar into tankards to quench their thirst.
               middle of the room is a 1-foot-thick, 6-foot-diameter   Nothing happens if five of the six spigots are turned.
               stone sharpening wheel. A stone pedal next to the   Turning the sixth spigot causes a patch of green slime
               wheel causes it to turn when stepped on.         (see "Dungeon Hazards" in chapter 5 of the Dungeon
                                                                Master's Guide) to pour out of it.
               One of the bugbears is rummaging through a collec-
              tion of dwarven morningstars and casting undesirable   Treasure. There used to be twenty copper tankards
              ones onto the floor. The other two are fighting over a   secured to the wall carvings, but most of them have
              rusty shield embossed with a symbol resembling a styl-  vanished over the years. (One can be found in area 14b.)
              ized goblin skull.                                The three remaining tankards are worth 5 gp each.
               The room contains dozens of  suits of plate armor,   22B.  "BREWERS ONLY!"
              scale armor, and chain mail, as well as scores of  shields,   Nestled between areas 22a and 22c is a  10-foot-high,
              battleaxes, morningstars, warhammers, war picks, and   10-foot-square room. A brass plaque bolted to the west-
              javelins. Most of these items have deteriorated to the   ern door has the following words stamped into it in
              point of being useless and irreparable. Rust has eaten   Dwarvish: "BREWERS ONLY! Others keep out! By or-
              away the metal, and dampness has rotted the leather   der of Garrux, Master of  Ale and Provisions."
              straps and bindings on the shields and armor.
                                                                22c. ALE VATS
              21. ANIMATED B ALLISTAE
                                             ---                Vats. Six stone vats, arranged in two rows of three,
              Light. The arched, 30-foot-high ceiling of  this long hall   dominate this 20-foot-high room.
               is studded with glowing red crystals that cast dim   Doors and Barrels. A double door in the west wall has
               light throughout the hall. (Crystals pried out of their   stacks of old barrels on both sides of it (see "Barrels"
               fixtures go dark.)                                 below). The doors are painted with images of two
              Animated Ballistae. Parked in front of the door to area   dwarves in profile, facing each other while standing
               22a are two animated ballistae.                    on sideways barrels.
               Each animated ballista is a Large wood-and-iron    The Melairkyn dwarves stored ale in these vats. Each
              construct with AC 15, 50 hit points, a walking speed of   vat is a hollow, slightly bulging stone cylinder 10 feet
              30 feet, immunity to poison damage, and the following   high and 10 feet in diameter, with 6-inch-thick walls.
              ability scores: Strength 14, Dexterity 10, Constitution   A copper spigot is embedded in the vats on the side
              10, Intelligence 3, Wisdom 3, and Charisma 1. It has   facing the nearest wall, at a height of 3 feet. A narrow
              blindsight out to a range of 120 feet and is blind beyond   stone staircase curls up the exterior of each vat to the
              this distance. It can't be blinded, charmed, deafened,   top, which is fitted with a hinged copper lid. The vats'
              frightened, paralyzed, petrified, or poisoned, and it can't   interiors are lined with copper and have a pipe at the
              right itself if knocked prone. As an action, it can fire a   bottom that runs under the floor to the ale dispenser
              magic bolt of fire (+6 to hit) at a target it can perceive,   in area 22a.


                                                                                       LEVEL 2  I ARCANE CHAMBERS
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