Waterdeep - Dungeon of the Mad Mage

(Jeff_L) #1

290


1. No RETREAT


Arch. The north wall is set with a stone arch, its key-
stone bearing Halaster's visage whose animated eyes
follow any creature that approaches the arch. Carved
into the wall above the keystone is a sigil.
Statue. An alcove to the south contains a life-size,
painted stone statue ofHalaster perched atop a 4-foot-
tall granite plinth like a vulture, squatting with arms
outstretched and fingers curled like talons, as though
ready to leap down and claw at anyone who stands be-
fore it (see "Halaster Statue" below).
Frescoes. Six 10-foot-square painted frescoes adorn the
walls around the arch: two flanking the arch on the
north wall, two side by side on the west wall, and two
side by side on the east wall. Each fresco displays a
magically animated image of Halaster performing one
or more mundane activities: stretching and yawning,
juggling rods, sweeping the floor with a broom, trying
to escape from a straitjacket, doing handstands, and
shadowboxing.
Secret Door. Hidden behind the fresco that depicts
Halaster stretching and yawning is a secret door.
Targeting an animated fresco with a dispel magic
spell has no effect other than to cause Halaster's image
to silently mock the spell's caster. The images become
motionless while in the area of an antimagic field.

ARCH GATE T O LEVEL^22
The sigil inscribed above the arch is Halaster's personal
rune. Both it and the face carved into the keystone
are harmless.
Halaster can open the gate for 1 minute by touching
the arch. The gate cannot otherwise be opened from
this side. A creature that passes through the gate ap-
pears in area 35 on level 22, in the closest unoccupied
space next to the gate located there.

HALASTER STATUE
Anytime a creature other than Halaster tries to cast a
spell in this room, the statue's arms animate and per-
form the quick series of somatic gestures needed to cast
counterspell. After casting its spell, the statue reverts to
its inanimate state until triggered again. The counter-
spell attempt s ucceeds automatically.
The statue is a Large object with AC 17,^50 hit points,
and immunity to all damage except force damage. The
statue falls to pieces and loses its spellcasting ability if
it is reduced to 0 hit points. Destroying the statue trig-
gers a magic mouth spell; the mouth appears amid the
shattered remains and says, "Is this the end of Halaster
Blackcloak? Ha! I think not."

2. REVERSED LIBRARY
Everything in this room is upside down because gravity
in the room is magically reversed. The room is fur-
nished thusly:
Bookshelves. The walls are lined with upside-down
bookshelves, fully stocked with upside-down history
books from the many parts of the world Halaster
has explored.

LEVEL 23 I MAD WlZAIU>'S LAIR

Desk. In the middle of the 15-foot-high ceiling is an
upside-down desk topped with a stack of tomes held
between two golden, upside-down bookends shaped
like bulettes bursting out of the ground.
The reverse gravity field can't be negated, though it is
suppressed within an antimagic field. Unless anchored,
held down, or affected by a fly spell or similar magic, any
creature or object that enters this room falls up toward
the ceiling.
The desk is empty except for the array of nine books
held between the bulette-shaped bookends. Eight of the
books contain essays pertaining to the eight schools of
magic, one book dedicated to each school. The cover
and the pages of the ninth book appear blank.
Placing the other books in alphabetical order
by school of magic between the bookends causes
Halaster's rune to appear on the cover of the ninth book
and spells to appear on its pages. This tome is one of
Halaster's spellbooks (see "Treasure" below).

TREASURE
The gold bookends are worth^500 gp for the pair, while
the eight books detailing the schools of magic are worth
100 gp each.
Halaster's spellbook contains the following spells:
Bigby's hand, color spray, crown of madness, enlarge/
reduce, fabricate, false life, gaseous form, gust of wind,
hold monster, ice storm.jump, maze, Otto's irresistible
dance, reverse gravity, sleet storm, and weird.


  1. T ALKING HEADS
    This 10-foot-high room has wooden shelves covering the
    walls from floor to ceiling. Hundreds of wide-mouthed
    jars line the shelves, each containing a severed head
    floating in brine.
    The heads in the jars are specimens that Ha laster has
    collected throughout Undermountain: goblins, drow,
    kuo-toa, duergar, troglodytes, githyanki, mind flayers,
    and other creatures. Although detached from their
    bodies, the heads remain alive and sedate as a result
    of Halaster's magic. Tapping on a jar is enough to stir a
    head to consciousness. The heads speak only the lan-
    guages they knew in life and have no recollection of how
    they ended up in their disembodied state. A character
    can prompt a head for information, which it's happy to
    provide. Each head shares one Undermountain secret
    determined by drawing a card from the Secrets Deck
    (see appendix C). A head can also confirm that Halaster
    spends a lot of time on this level of Undermountain.
    Removing a head from a jar or removing a jar from
    this room ends the magic that animates the head, which
    immediately dies.

  2. HELMED HORRORS
    Six helmed horrors float in the alcoves marked H on
    map 23. These constructs attack intruders on sight and
    fly after those who flee.

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