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Additional Eff ect: Vergadain Lives! When a creature Teleport Trap. This trap fills a 10-foot-square section
is teleported by this trap, a disembodied voice shouts, of the passage leading to area 24d. A creature teleported
"Teleported!" at the same moment the stone golem in by this trap arrives at a location determined by rolling a
area 23 animates. This golem begins stalking through d20 and consulting the following table:
nearby tunnels, attacking all other creatures it sees. If it d20 T eleport Destination
finds nothing to attack after prowling these tunnels for
10 minutes, it returns to its alcove and goes dormant. 1-8 The teleport trap in area 6
9-16 The teleport trap in area 8
22B. EAST TELEPORT TRAP 17-20 The teleport trap in area 26
A creature teleported by this trap arrives at a location
determined by rolling a d20 and consulting the fol- Since they can't avoid the trap, the githzerai steer
lowing table: clear of area 24d and the hallway that leads to it unless
they need to use the trap to escape a greater danger.
d20 T eleport Destination
1-10 The teleport trap in area 6 24B. RESTING CHAMBER
11- 20 The teleport trap in area 8 The githzerai use this chamber to sleep and meditate.
Five bedrolls are laid out on the dusty floor, one for each
23. STATUE OF VERGADAIN githzerai (including the missing zerth).
A 9-foot-tall stone golem carved in the likeness of Ver-
24C.ZERTHS
gadain, the dwarven god of luck and wealth, stands in
The door to this room is ajar. Characters who approach
this alcove with shoulders squared and a smug look
stealthily might overhear the githzerai speaking quietly
carved into its face. Dwarves immediately recognize
inside. The room's features are as follows:
Vergadain's likeness, while other characters can deter-
mine its identity with a successful DC 15 Intelligence Gitbzerai. Four githzerai zerths are having a hushed
(Religion) check. Its eyes are glittering black sapphires conversation in the middle of the room, speaking Gith.
that can't be pried loose until the golem is destroyed They stop talking and ready themselves for combat if
(see "Treasure" below). they detect intruders.
The golem remains motionless until it is attacked or Arch. A stone arch is embedded in the middle of the
activated by the trap in area 22a. It has the following ad- south wall. Carved into the arch's keystone is an im-
ditional trait: age of a six-fingered gauntlet.
Magic Theft. As a bonus action, the golem targets one creature The zerths include Yrlakka, the group's leader, and
it can see within 30 feet ofit. The target must succeed on a DC three of his pupils: two female githzerai named Azal
17 Charisma saving throw, or all magic items in its possession and Vond, and a male named Rishindar. Yrlakka's pri-
are teleported to the bottom of the pit in area 31. mary concern is the safe return of his missing pupil,
Ezria, who he believes was captured while scouting the
Treasure. The two black sapphires embedded in the githyanki forces on level 16. If the characters agree to
golem's eyes are worth 5,000 gp each.
find Ezria, Yrlakka and his remaining pupils tag along
unless the characters would rather complete the quest
24. GITHZERAI RETREAT
by themselves. If Ezria is rescued and reunited with his
Four githzerai have taken refuge in this corner of the companions, Yrlakka rewards the characters with the
Obstacle Course (see "Githzerai Zerths," page 193). wand in his possession (see "Treasure" below).
Using psionics, they hide themselves from the scrying If the characters aren't interested in aiding the
eyes of Halaster. They also avoid Netherskull. githzerai but request help getting through the Obstacle
The githzerai leader, Yrlakka, is a father figure to the Course, Yrlakka tells them that the level is rigged with
others and serves as their mentor. They attack mind many traps and guarded by a death tyrant.
flayers and their thralls on sight, but all other creatures Arch Gate to Level 17. The arch is one of Halaster's
are treated with cautious respect until they prove them- magical gates (see "Gates," page 12). This gate's rules
selves undeserving of such consideration. are as follows:
All rooms and corridors in this part of the dungeon
have flat, 10-foot-high ceilings. • The gate opens for 1 minute if a creature touches the
arch with a six-fingered gauntlet (one can be found in
24A. HALL OF SMITHS area 14b).
• Characters must be 14th level or higher to pass
Decor. Painted stone tiles of dwarf smiths at work
through this gate (see "Jhesiyra Kestellharp," page
once covered the walls, but most have cracked and
10). The first creature to pass through the gate trig-
fallen to the floor, where they lie in small heaps of
gers an elder rune (see "Elder Runes," page 12).
swept-up rubble.
A creature that passes through the gate appears in
Scuff Marks. Scuff marks on the floor show evidence of area 7a on level 17, in the closest unoccupied space
stone furnishings long since removed.
next to the identical gate located there.
Characters who hold bright light sources in this room The githzerai have correctly deduced that a six-fin-
or make a lot of noise alert the githzerai in area 24c,
gered gauntlet is required to activate the gate but don't
who remain where they are but can't be surprised.
know where to find such an item. (The characters can lo-
LEVEL 15 I OBSTACLE COURSE
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