Page 95 - Waterdeep - Dungeon of the Mad Mage_Neat
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collapses, causing any creature standing on the pit to   North Arch Gate. The north arch is one of Ha laster's
            fall in and take 7 (2d6) bludgeoning damage.      magic gates (see "Gates," page 12). It is decorated
             In addition, a glyph of warding spell cast on the floor   with inlaid images of dancing goblins. The letter D is
            of the pit detonates when a creature falls in. When   carved into the arch's keystone. Its rules are as follows:
            triggered, the glyph erupts with magical energy, and   •  The gate opens for 1 minute if a creature stands
            each creature in the pit must make a DC 22 Dexterity
                                                                within 5 feet of the arch and either sings a D note or
            saving throw, taking 36 (8d8) fire damage on a failed   plays a D note on a musical instrument.
            save, or half as much damage on a successful one.
                                                              •  Characters must be 12th level or higher to pass
                                                                through this gate (see "Jhesiyra Kestellharp," page
            43. UMBER HULK TuNNELS
                                                                10). The first creature to pass through the gate trig-
            These 8-foot-high tunnels were created by the umber   gers an elder rune (see "Elder Runes," page 12).
            hulks in area 34. The three tunnels converge into one   •  A creature that passes through the gate appears in
            that descends as it travels southeast, eventually reach-  area 7b on level 13, in the closest unoccupied space
            ing level 7. All the tunnels are strewn with debris.   next to the identical gate located there.
                                                                South Arch Gate. This arch is another of Halaster's
            44. ACOLYTES'  QUARTERS
                                                              gates, its sides carved in the form of scantily clad elves
            This circular room has a domed ceiling 30 feet high and   (one male and one female) holding fingers to their lips in
            contains the following features:                  a gesture of silence. Its rules are as follows:
            Furnishings. Six stone beds rest with their headboards   •  If a silence spell is cast so that the arch is in the spell's
             against the walls. A shallow niche stands empty above   area, the gate opens for 1 minute.
             each bed. At the foot of each bed is a stone chest that   •  Characters must be 15th level or higher to pass
             has been smashed open.                             through this gate (see "Jhesiyra Kestellharp," page
            Smashed Statuary. Alabaster statuettes of dwarf kings   10). The first creature to pass through the gate trig-
             lie smashed on the floor. (The statuettes once stood   gers an elder rune (see "Elder Runes," page 12).
             in the wall niches. The duergar destroyed them, then   •  A creature that passes through the gate appears in
             broke into the chests and looted them.)            area 6 on level 18, in the closest unoccupied space
                                                                next to the identical gate located there.
            45. ACOLYTES'  QUARTERS
                                                              47B.  GIGGLES
            This room has the same features as area 44.
                                                              This hall forms a loop that contains one of Halaster's re-
            46. BLASTED CHAMBER                               gional effects (see "Halaster's Lair," page 311). As the
                                                              characters make their way around one side of the loop,
            The walls and floor of this 30-foot-high domed chamber   they hear footfalls and giggling coming from around
            have been blackened by fire, and the room's furnishings   the next corner. The sounds stay ahead of them as they
            appear to have been incinerated. Charred bits of wood   circle the loop, but stop if the characters come at them
            and stone lie strewn about the floor.
                                                              from two directions at once. This effect is the work of a
             Any character who examines the room and succeeds
                                                              harmless minor illusion cantrip.
            on a DC 20 Intelligence (Investigation) check realizes
            that some sort of magical conflagration caused the dam-  48. HIGH PRIEST'S QUARTERS
            age, and that it started in the middle of the room. There
                                                              Alcoves. Seven empty alcoves stand along the walls.
            is nothing to indicate what triggered the devastation.
                                                              Marble Bed. A white marble bed stands in the middle
            47.  HALLS OF THE FAITHFUL                          of the room, its corner posts carved to resemble dwarf
                                                                warriors standing at attention.
            Devotees of Dumathoin once walked these halls to
                                                              Dead Duergar. At the foot of the bed is a stone trunk, its
            get from their quarters to the temple. Now, Halaster's   lid thrown open. The legs of a dead duergar stick out
            guardians and magic haunt these areas.              of the chest. Her war pick lies on the floor nearby.
            47A. ARCH  GATES TO LEVELS 13 AND 18                The duergar opened the chest without noticing its trap
                                                              and was shot to death by spring-loaded darts. Her com-
            Corpses. The corpses of two duergar (one male, one fe-
                                                              panions carefully looted most of the chest's contents,
             male) lie sprawled in the center of the room.
            Arch Gates. Two stone arches are embedded in the   leaving her dart-riddled corpse hanging half out of it.
             walls, one to the north and the other to the south.
            Stalkers. Halaster placed two invisible stalkers here.   AFTERMATH
             They attack any creature that approaches within 10   If the duergar are permitted to continue looting the
             feet of either gate or that emerges from a gate.   level, they might find the lost tomb of King Melair, plun-
             The male duergar was killed first by the invisible   der its treasures, and venture back into the Underdark
            stalkers. His companion came looking for him minutes   with them.
            later and met the same fate. Both duergar wear dull gray   If the demons trapped in area 29 are released, they
            scale armor. Their iron shields, war picks, and javelins   become the dominant threat on this level, aggres-
            lie nearby. They have no treasure.                sively hunting down and destroying would-be trea-
                                                              sure seekers.


            LEVEL 6  I LOST LEVEL
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