Page 41 - Waterdeep - Dungeon of the Mad Mage_Neat
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Four of the vats are empty, their contents having long   22F. SOUTH ALE STORAGE
           since evaporated or been depleted. The southwest vat   This room is identical to area 22e, except the pyramid of
           contains a beholder zombie, which rises out of the vat
                                                              barrels has collapsed. Most of the barrels lie smashed
           and attacks if disturbed.
                                                              on the floor. Fifty-nine of them remain intact, their ale
            Barrels. There are thirty empty barrels, all made of   preserved. Another three appear to be intact but are, in
           iron-banded zurkhwood (a woody fungus). Most are in   fact, three mimics placed here by Halaster. The three
           such poor condition that they can no longer hold liquids   hide within 10 feet of one another and fight together.
           without leaking, but clever characters can use them to
           safely avoid the pit traps in area 22d.            23.  RUINED DWARVEN TEMPLE

           22D. BARREL RUN                                   These rooms once formed a temple dedicated to the
           Beyond a 10-foot landing, this hall gradually slopes   dwarven god Dumathoin, the Keeper of  Secrets under
           down toward the west.                             the Mountain, but Halaster has destroyed and replaced
                                                             most of their original contents.
            Secret doors at the west end of the hall open into
           areas 22e and 22f, respectively. Dwarves used to fill bar-
                                                             23A.  DEFACED DWARVES
           rels of ale and roll them down this hall to be stored in
           the secret chambers.                              Light. The walls climb 15 feet, then angle inward to cre-
            Pit Traps. The Melairkyn dwarves built three 20-foot-  ate a peaked, 30-foot-high ceiling. The sloped upper
           deep pits in the sloped floor to guard their ale supplies.   walls have red glowing crystals set into them. These
           The pits' covers blend in with the surrounding floor,   crystals fill the hall with dim light. (Crystals pried out
           though a successful DC 15 Wisdom (Perception) check   of their fixtures go dark.)
           detects each pit.                                 Carvings. The lower walls were once lined with carv-
            When a creature weighing 50 pounds or more steps   ings depicting dwarves pushing mine carts toward the
           on a pit's cover, it swings open like a trapdoor, causing   west, but these works have been defaced and, in some
           the creature to spill into the pit below and take 2d6 blud-  cases, replaced with stony tentacles that protrude
           geoning damage from the fall. The lid is spring-loaded   from the walls.
           and snaps closed after the creature falls through. A suc-  Dwarf-Guarded Doors. A 20-foot-tall double door
           cessful DC 20 Strength check is necessary to pry the lid   stands closed at the west end of the hall. Carved into
          open. A character in the pit can also attempt to disable   the walls flanking the double door stand armored
          the spring mechanism from the inside with a successful   dwarves, their stony beards flowing out of great helms
          DC 15 Dexterity check using thieves' tools, provided   that conceal their facial features.
          that the mechanism can be reached and the character   Halaster used magic to distort the wall carvings al-
          can see in the dark.                               most beyond recognition and to create tentacle-like pro-
            Wedging at least two iron spikes between the pit's   trusions that weren't part of the original design. These
          lid and the surrounding floor prevents the lid from   tentacles writhe as creatures pass by them- a harmless
          opening, thereby making it safe to cross. The lid can   effect created by the Mad Mage.
          also be magically held shut with an arcane lock spell or
          similar magic. The dwarves constructed the pit covers   23B.  HALL OF DEAD DRAGONS
          so that they won't open if an object is rolled over them. A
                                                             Ceiling. The 30-foot-high vaulted ceiling of this room is
          character can circumvent the traps by climbing into an
                                                               supported every 20 feet or so by thick stone arches.
          empty barrel and rolling down the hall or climbing onto
                                                             Skeletal Displays. Standing in the hall are the skele-
          a barrel and balancing atop it as it rolls down the hall.   tons of four Huge dragons, their bones held together
          Balancing atop a barrel as it careens down the hall re-  by wire and cement. A few pieces of each dragon have
          quires a successful DC 20 Dexterity (Acrobatics) check.
                                                               broken off and fallen to the floor. A fifth dragon skel-
                                                               eton in a similar state of disrepair fills an alcove to
          22E. NORTH ALE STORAGE
                                                               the south.
          This chamber is hidden behind a secret door.
            The room's walls climb 10 feet, then angle inward to   This hall contains the posed, inanimate skeletons of
          form a pyramidal cap with a 30-foot-high apex. Stacked   five adult dragons- one each of brass, bronze, copper,
          in the middle of the room are one hundred forty zurkh-  gold, and silver. The gold dragon skeleton occupies the
          wood barrels banded in iron. The barrels form a 21-foot-  southern alcove, while the others are lined up in the
          high pyramid with a base measuring seven barrels on   main hall. The skeletons are harmless.
          a side. Engraved on the lid of each barrel is a magical
          glyph that radiates an aura of abjuration magic under   24.  DEAD ADVENTURER
          the scrutiny of a detect magic spell.              What was once a dwarven shrine is now the tomb of a
            Treasure. Each barrel contains 40 gallons of dwarven   long-dead adventurer.
          ale that has been magically preserved for centuries.   Splayed across a broken stone bench in the middle
          Removing a barrel's lid or breaking the barrel causes its   of the room are the skeletal remains of a tiefling clad
          glyph to fade away, ending the preservation spell on that   in rotted leather armor. The skeleton clutches a quar-
          barrel. If the ale is marketed as "Melairkyn Ale," "Un-  terstaff that bas become brittle with age. A tattered
          dermountain Ale," or something similar, characters can   backpack contains adventuring gear that bas rotted or
          sell a barrel of it for 40 gp in Waterdeep. A full barrel of   rusted away.
          ale weighs approximately 400 pounds.


          LEVEL 2  ) ARCANE CHAMBERS
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