Waterdeep - Dungeon of the Mad Mage

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  • If one pint or more of any liquid is poured on the floor
    within 5 feet of the arch, the gate opens for 1 minute.

  • Characters must be 12th level or higher to pass
    through this gate (see "Jhesiyra Kestellharp," page
    10). The first creature to pass through the gate trig-
    gers an elder rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 9d on level 12 , in the closest unoccupied space
    next to the identical gate located there.


34B. ARCH GATE TO LEVEL 8
This room is empty except for an arch embedded in
the northeast wall. This arch is one of Halaster's magic
gates (see "Gates," page 12). The space inside the
arch bears a bas-relief of a female dwarf standing with
her eyes closed. A large keyhole is carved into the head
of a stone hammer she clutches to her chest. The rules
of this gate are as follows:



  • If the stone key from area 14a on level 2 is inserted
    into the keyhole, the bas-relief and the key vanish as
    the gate opens for 1 minute. When the gate closes,
    the bas-relief reappears, and the key is ejected from
    its keyhole.

  • A character can open the gate without the stone key by
    using an action to pick the lock, requiring a successful
    DC 20 Dexterity check using thieves' tools. On a failed
    check, the dwarf's eyes open and shoot forth beams
    of light. Each creature within 10 feet of the arch
    must make a DC 16 Dexterity saving throw, taking
    22 (4d10) radiant damage on a failed save, or half as
    much damage on a successful one.

  • Characters must be 10th level or higher to pass
    through this gate (see "Jhesiyra Kestellharp," page
    10 ). The first creature to pass through the gate trig-
    gers an elder rune (see "Elder Runes," page 12).

  • A creature that passes through the gate appears in
    area 3 on level 8, in the closest unoccupied space next
    to the identical gate located there.


34C. SCULLERY
This room contains the smashed remains of a prepara-
tion table, a dishwashing station, and a stone cabinet.
Scattered across the floor are pots, pans, and utensils,
all corroded and worthless. A water pump to the north-
west has survived the umber hulks' rampage, but it is
rusted and no longer draws water.



  1. BLACK CLOAK
    Halaster has created a regional effect in this corridor
    (see "Halaster's Lair," page 311). As the characters
    come around the corner, they see a billowing black
    cloak moving away from them, as if it were being worn
    by an invisible creature. Created by a minor illusion
    spell, the cloak is silent and moves away from the party
    at a speed of 30 feet. It disappears upon entering area
    33a, 34a, or 36b, or if it is dispelled.


(^36). TEMPLE MAINTENANCE
This corner of the dungeon was originally set aside for
dwarf engineers and maintenance workers.
36A. SERVICE ENTRY
This corridor ends at a smashed door.
36B. TRASH COMPACTOR
Open Pit. In the middle of the floor is a 10 -foot-wide,
30-foot-long, 20-foot-deep pit with a fine layer of dust
and rubble on its floor.
Levers. Two stone levers protrude from the wall op-
posite the door to area 36c. Dwarvish runes are in-
scribed above each lever.
The pit is a trash compactor designed to flatten gar-
bage into sheets that can be easily carted away and
disposed of.
The first lever is currently in the up position and has
the word "Crush" inscribed above it. Moving this lever to
the down position causes the pit's east and west walls to
close together, crushing anything between them. Rais-
ing the lever causes the walls to retract. Any creature
or object crushed between the walls takes 44 (8d10)
bludgeoning damage and is restrained by the walls until
they retract.
The second lever is currently in the down position and
has the word "Lift" inscribed above it. Moving this lever
to the up position raises the stone floor of the pit to the
level of the floor in the room. Neither this lever nor the
pit floor can be raised while the pit walls are closed.
36C. ARCH GATE TO LEVEL 3
Arch. An arch is embedded in the northwest wall. Its
keystone is carved to show a gold dragon wyrmling
with its mouth open.
Slaad. Two invisible gray slaad i in their natural forms
flank the arch. The slaadi are Halaster's willing ser-
vants and attack anyone who approaches the arch or
emerges from it, becoming visible as they do so.
Bunk Bed s. Four stone bunk beds are pushed against
the long walls of the room.
The arch is one of Ha laster's magic gates (see "Gates,"
page 12). Its rules are as follows:



  • The gate opens for 1 minute when a gemstone worth
    at least 100 gp is placed in the dragon's mouth. This
    act causes the mouth to animate, chomp down on the
    gem, and destroy it.

  • Characters must be 7th 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 2lp on level 3, in the closest unoccupied space
    next to the identical gate located there.



  1. SHOWERS AND SAUNA
    Temple workers came here to shower and bathe.


37A. SHOWERS
Benches. Black marble benches stand in the middle of
this marble-tiled room.
Showers. Alcoves in the west and east walls have
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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