If the characters are being escorted through this hall
by the headmaster, Skrianna tries to plow through their
ranks to make the point that they, not she, must stand
aside. If this leads to violence, the headmaster quells the
conflict as quickly as possible and tells Skrianna that
she is confined to her quarters. Once she is out of sight
of the headmaster and the characters, she takes her
spellbook and returns to her quarters as commanded,
but not before ordering her grell valet to shadow the
party, spy on their activities, and report back to her.
If the characters have no escort, Skrianna asks them,
"Who in the Nine Hells are you?" If it's clear that the
characters don't belong in Dweomercore, Skrianna at-
tacks them from a safe distance while the shield guard-
ian and the grell accost her attackers at close range.
TREASURE
Skrianna's spellbook contains all the spells she
has prepared.
39. STUDY HALL
Silence. A permanent silence spell blots out all noise in
this 20 -foot-high room. A successful dispel magic spell
(DC 17) ends the effect.
Fu rnis hings. The room contains neat rows of wooden
desks with comfortable matching chairs, as well as
overstuffed reading chairs positioned in the corners.
Each desk has a drawer containing blank parchment,
quill pens, and jars of ink.
Pneumatic Tubes. Thirteen copper pneumatic tubes
are fastened to the north wall, with a shelf of empty
copper canisters below them.
PNEUMATIC TUBES
The tubes connect to various other locations in
Dweomercore. From left to right, the tubes are labeled
with their respective destinations: "Turbulence" (area
8a), "Violence" (area 8b), "Karstis" (area 8c), "Yarek"
(area 8d), "Spite" (area 11a), "Skrianna" (area llb), "Va-
cant" (area 11c), "Cephalossk" (area lld), "Etan" (area
lle), "Nylas" (area llf), "Halaster" (area 15a), "Worm-
riddle" (area 23c), and "Guest Lecturer" (area 42).
40. EMPTY ROOM
T his room is swept clean but is currently not in use. A
secret door in the east wall pushes open to reveal an
empty closet with another secret door at the back of it.
- DROP TO LEVEL 10
Hole in Floor. Carved into the floor is a smooth, 10-foot-
square stone shaft. (The shaft descends 10 feet before
opening in the ceiling of area 3b on level 10, directly
above the huge altar there.)
Alcoves. Six dark alcoves line the walls. (At the back of
one is a secret door that opens into a closet, which has
another secret door that leads to area 40.)
- GUEST LECTURER'S QUARTERS
Parlor. The southern half of the room has been turned
into a parlor with a writing desk, a matching chair,
and a pair of cushioned divans on rugs. Near the desk
LEVF.L 9 I DWEOM ERCORE
are three copper pneumatic tubes fastened to a wall,
with a shelf of empty copper canisters below them.
Bed. At the north end of the room is a comfortable ma-
hogany bed, its bedposts topped with imp carvings.
S ecret Door. Behind a 6-foot-tall wood-framed painting
of Halaster hanging on a wall is a secret door that
pulls open to reveal a small chamber with a stone arch
embedded in its back wall.
ARCH GATE TO LEVEL 7
The arch hidden behind the secret door is one of
Halaster's magic gates (see "Gates," page 12). In-
scribed on the wall inside the arch is the following rid-
dle in Common: "What appears once in an hour, twice
in a blue moon, and never in sunshine?" The answer is
"The letter O." The rules of this gate are as follows:
If the riddle is answered aloud and correctly by
someone within 30 feet of the arch, the gate opens
for 1 minute.
- Characters must be 9th level or higher to pass through
this gate (see "Jhesiyra Kestellharp," page 10). The
first creature to pass through the gate triggers an el-
der rune (see "Elder Runes," page 12). - A creature that passes through the gate appears in
area 22 on level 7, in the closest unoccupied space
next to the identical gate located there.
PNEUMATIC TUBES
The tubes connect to other locations in Dweomercore.
From left to right, the tubes are labeled with their re-
spective destinations: "Headmaster's Office" (area 15a),
"Kitchen" (area 27a), and "Study Hall" (area 39).
43. DUSTY ALCOVES
Dusty Alcoves. This hall is lined with six 10-foot-tall,
10-foot-wide, 10-foot-deep dusty alcoves.
Hidden Pit. One of the middle alcoves has a breakaway
floor covering a 100-foot-deep pit.
The pit can be detected with a successful DC 15 Wis-
dom (Perception) check, but only if the dust covering the
floor is swept away. A creature that steps into the alcove
with the breakaway floor falls through it and plummets
to the bottom of the pit, taking damage as normal. A
creature can climb the pit's rough walls with a success-
ful DC 15 Strength (Athletics) check.
44. DwEO MERCORE's BACK DooR
Yugoloths. Two m ezzoloths (marked M on map 9) and
a nycaloth (marked N on map 9) are hidden behind
illusory walls to the west and east.
Secret Door. A secret door set into the west wall pushes
open to reveal a corridor. Characters who follow this
corridor come to a stone staircase that descends 40
feet to area 1 on level 10.
A detect magic spell reveals an illusory wall for what it
is. An illusory wall has no substance, and creatures and
objects can pass right through it. Each illusory wall can
be dispelled with a successful dispel magic (DC 14).
The yugoloths have orders to kill anyone not accom-
panied by a Dweomercore faculty member (either the
arcanaloth or the night hag).