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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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