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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