Page 85 - Waterdeep - Dungeon of the Mad Mage_Neat
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8. PARK- AND - R IDE                              PIT TRAP
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            The duergar searched area 8a for treasure but didn't   In front of the double door, situated between the Dwar-
                                                              vish runes carved into the floor, is a hidden 20-foot-deep
            find anything of interest. They also failed to detect the
                                                              pit that opens if the lock on the doors is successfully
           secret door to area 8b.
                                                              picked. The cover of the pit can be spotted by a charac-
            8 A.  D ONK EY D UMMIES                           ter who searches the floor for traps and succeeds on a
                                                              DC 20 Wisdom (Perception) check. The pit automati-
            Frescoes. The walls are carved with frescoes depicting
                                                              cally closes again if the double doors are relocked.
             dwarves defending their mountain homes against ank-
                                                                The pit is filled with a corrosive gas that billows up
             hegs, purple worms, umber hulks, and other burrow-
                                                              through tiny holes in its floor. Any creature standing be-
             ing monsters. (Hidden behind a fresco of  a dwarf bat-
                                                              fore the double doors when the pit opens must succeed
             tling a bulette is a secret door that leads to area 8b.)
                                                              on a DC 15 Dexterity saving throw or fall  in, taking 7
           Wooden Donkeys. Standing around the room are five
                                                              (2d6) bludgeoning damage from the fall and 10 (3d6)
             crude wooden constructs resembling donkeys. Each
                                                              acid damage from the gas. A creature in the pit takes the
             of these magic dummies has a body made of  a wooden
                                                              acid damage again at the start of  each of its turns.
             keg turned on its side. A head and neck made of wood
                                                                The pit's sheer walls can't be climbed without the aid
             and sackcloth is attached to one end of the keg. At the
                                                              of climbing gear or magic.
             other end is a tail made from a straw broom. Each keg
             is held up by four 2-foot-long peg legs.
                                                              10. ROYAL ARMORY
                                                                                     ---
             When a Small or Medium humanoid sits atop a
                                                              The double doors to this room are locked but easily
           wooden donkey, it moves and attacks as directed by its
                                                              opened from the inside. The key to the lock is found in
           rider. Each donkey has the statistics of  a mule, with
                                                              area 25. The features of this room are as follows:
           these changes:
                                                              Quartz Pillars. Four glowing quartz pillars cast bright
           •  The wooden donkey is a construct with blindsight out
                                                                light throughout the room.
             to a range of 30 feet. It is blind beyond this radius.
                                                              Mannequins. Twenty dwarf-sized wooden mannequins
           •  Without a rider, the wooden donkey is incapacitated.
                                                                stand in two rows of ten in the middle of the room.
           •  It has immunity to poison damage, and it can't be
                                                              Racks. Stone racks mounted on the west and east walls
             blinded, charmed, frightened, paralyzed, petrified,
                                                                hold battleaxes and war picks.
             or poisoned.
                                                              Arch. Set into the back of a deep alcove to the south is a
                                                               stone arch engraved with images of dancing dwarves.
           8 B. ARCH  GATE TO LEVEL 9
           A stone arch embedded in the south wall is engraved
                                                              ARC H  G AT E TO LEVEL 5
           with images of beholders, flumphs, and stirges. The
                                                              The arch in the south alcove is one of Halaster's magic
           arch is one of Halaster's gates (see "Gates," page 12).
                                                              gates (see "Gates," page 12). Its rules are as follows:
           Its rules are as follows:
                                                              •  Standing within 5 feet of the arch and imitating the
           •  If  a creature flies or levitates within 5 feet of the arch,
                                                               moves of the dancing dwarves carved into it causes
             the gate opens for 1 minute.
                                                               the gate to open for 1 minute. The dance requires 1
           •  Characters must be 10th level or higher to pass
                                                               minute to perform.
             through this gate (see "Jhesiyra Kestellharp," page
                                                               Characters must be 8th level or higher to pass through
             10). The first creature to pass through the gate trig-
                                                               this gate (see "Jhesiyra Kestellharp," page 10). The
             gers an elder rune (see "Elder Runes," page 12).
                                                               first creature to pass through the gate triggers an el-
           •  A creature that passes through the gate appears in
                                                               der rune (see "Elder Runes," page 12).
             area 13b on level 9, in the closest unoccupied space
                                                              •  A creature that passes through the gate appears in
             next to the identical gate located there.
                                                               area 9 on level 5, in the closest unoccupied space next
                                                               to the identical gate located there.
           9. MUSTERING H ALL
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           Decor. Blunted picks hang with shields every 10 feet   ARMOR AND WEAPONS
             along the walls.                                 The racks contain a total of twenty suits of  dwarf-sized
           Double Door. Dwarvish runes for strength and safety   scale mail, twenty battleaxes, twenty war picks, and
             are etched in the floor in front of the double doors   twenty steel shields emblazoned with the symbol of Du-
             to the east.                                     mathoin. All the equipment is in excellent condition.
                                                               The mannequins are all fitted with suits of  scale ar-
             The doors to area 10 are locked, and the key to unlock
                                                              mor and steel shields in good condition.
           them can be found in area 25. Characters who don't
           have the proper key can open the double door using a
                                                              11.  KING'S W ALK
           knock spell or similar magic. It can also be forced open
           with a successful DC 30 Strength (Athletics) check.   This interconnected series of rooms tells the story
           The lock on the doors can be picked by a character   of King Melair's life in art. The duergar have looted
           who makes a successful DC 15 Dexterity check using   each chamber.
           thieves' tools.
           LEVf:L 6  I LOS1  LEVEL
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