Page 92 - Waterdeep - Dungeon of the Mad Mage_Neat
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•  If  one pint or more of  any liquid is poured on the floor   36A. SERVICE ENTRY
              within 5 feet of the arch, the gate opens for 1 minute.   This corridor ends at a smashed door.
             •  Characters must be 12th level or higher to pass
              through this gate (see "Jhesiyra Kestellharp," page   36B. TRASH COMPACTOR
              10). The first creature to pass through the gate trig-  Open Pit. In the middle of the floor is a 10-foot-wide,
              gers an elder rune (see "Elder Runes," page 12).   30-foot-long, 20-foot-deep pit with a fine layer of dust
             •  A creature that passes through the gate appears in   and rubble on its floor.
              area 9d on level 12, in the closest unoccupied space   Levers. Two stone levers protrude from the wall op-
              next to the identical gate located there.          posite the door to area 36c. Dwarvish runes are in-
                                                                 scribed above each lever.
             34B. ARCH GATE TO LEVEL 8
             This room is empty except for an arch embedded in   The pit is a trash compactor designed to flatten gar-
             the northeast wall. This arch is one of Halaster's magic   bage into sheets that can be easily carted away and
             gates (see "Gates," page 12). The space inside the   disposed of.
             arch bears a bas-relief of  a female dwarf  standing with   The first lever is currently in the up position and has
             her eyes closed. A large keyhole is carved into the head   the word "Crush" inscribed above it. Moving this lever to
             of a stone hammer she clutches to her chest. The rules   the down position causes the pit's east and west walls to
             of this gate are as follows:                      close together, crushing anything between them. Rais-
                                                               ing the lever causes the walls to retract. Any creature
             •  If  the stone key from area 14a on level 2 is inserted   or object crushed between the walls takes 44 (8d10)
              into the keyhole, the bas-relief and the key vanish as
                                                               bludgeoning damage and is restrained by the walls until
              the gate opens for 1 minute. When the gate closes,
                                                               they retract.
              the bas-relief reappears, and the key is ejected from
                                                                 The second lever is currently in the down position and
              its keyhole.
                                                               has the word "Lift" inscribed above it. Moving this lever
             •  A character can open the gate without the stone key by
                                                               to the up position raises the stone floor of the pit to the
              using an action to pick the lock, requiring a successful
                                                               level of the floor in the room. Neither this lever nor the
              DC 20 Dexterity check using thieves' tools. On a failed
                                                               pit floor can be raised while the pit walls are closed.
              check, the dwarf's eyes open and shoot forth beams
              of light. Each creature within 10 feet of the arch   36C. ARCH GATE TO LEVEL 3
              must make a DC 16 Dexterity saving throw, taking
                                                               Arch. An arch is embedded in the northwest wall. Its
              22 (4d10) radiant damage on a failed save, or half  as
                                                                 keystone is carved to show a gold dragon wyrmling
              much damage on a successful one.
                                                                 with its mouth open.
             •  Characters must be 10th level or higher to pass
                                                               Slaad. Two invisible gray slaadi in their natural forms
              through this gate (see "Jhesiyra Kestellharp," page
                                                                 flank the arch. The slaadi are Halaster's willing ser-
              10). The first creature to pass through the gate trig-  vants and attack anyone who approaches the arch or
              gers an elder rune (see "Elder Runes," page 12).   emerges from it, becoming visible as they do so.
             •  A creature that passes through the gate appears in
                                                               Bunk Beds. Four stone bunk beds are pushed against
              area 3 on level 8, in the closest unoccupied space next
                                                                 the long walls of the room.
              to the identical gate located there.
                                                                 The arch is one of Ha  laster's magic gates (see "Gates,"
             34C.  SCULLERY                                    page 12). Its rules are as follows:
             This room contains the smashed remains of a prepara-
                                                               •  The gate opens for 1 minute when a gemstone worth
             tion table, a dishwashing station, and a stone cabinet.
                                                                 at least 100 gp is placed in the dragon's mouth. This
             Scattered across the floor are pots, pans, and utensils,
                                                                 act causes the mouth to animate, chomp down on the
             all corroded and worthless. A water pump to the north-
                                                                 gem, and destroy it.
             west has survived the umber hulks' rampage, but it is
                                                               •  Characters must be 7th level or higher to pass through
             rusted and no longer draws water.
                                                                 this gate (see "Jhesiyra Kestellharp," page 10). The
                                                                 first creature to pass through the gate triggers an el-
             35.  BLACK CLOAK
                                                                 der rune (see "Elder Runes," page 12).
             Halaster has created a regional effect in this corridor   •  A creature that passes through the gate appears in
             (see "Halaster's Lair," page 311). As the characters   area 2lp on level 3, in the closest unoccupied space
             come around the corner, they see a billowing black   next to the identical gate located there.
             cloak moving away from them, as if it were being worn
             by an invisible creature. Created by a minor  illusion   37.  SHOWERS AND SAUNA
             spell, the cloak is silent and moves away from the party
                                                               Temple workers came here to shower and bathe.
             at a speed of 30 feet. It disappears upon entering area
             33a, 34a, or 36b, or if  it is dispelled.         37A. SHOWERS
                                                               Benches. Black marble benches stand in the middle of
             36. TEMPLE MAI NTENANCE
                                                                 this marble-tiled room.
             This corner of the dungeon was originally set aside for   Showers. Alcoves in the west and east walls have
             dwarf engineers and maintenance workers.            rusted iron shower heads protruding from the ceiling.
                                                                 A rusty pull chain hangs near each shower head, and
                                                                                            LEVEL 6  I LOST LEVEL
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