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

