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cate one in area 14b. A character proficient with smith's TELEPORT TRAP
tools can also fashion one out of scrap metal in a tenday This trap fills the 10-foot square directly in front of the
using an intact forge.) statue. A creature teleported by this trap arrives at a
Treasure. Yrlakka carries a potion of resistance (fire) location determined by rolling a d20 and consulting the
in a tiny crystal vial fastened to a cord around his right following table:
ankle, and he has a wand of magic detection hanging d20 Teleport Destination
from his belt.
1-6 The teleport trap in area l
24D. FOUNTAIN 7-14 The teleport trap in area 10
In the west half of the room, a semicircular fountain 15-20 The teleport trap in area 35
emerges from the north wall. Fresh water springs from
the mouth of a stone trout held in the arms of a merman Additional Effect: Moradin Smash! When a creature
bas·relief carved above the fountain's basin, which is is teleported to this location from another teleport trap,
filled almost to the brim. a disembodied voice shouts, "Teleported!" at the same
The water pouring into the fountain is drinkable. It moment the statue of Morad in animates and takes a
drains out slowly through holes along the inside lip of swing at the creature with its hammer. The target must
the basin. succeed on a DC 17 Dexterity saving throw or take 40
(6d10 + 7) force damage. Any creature reduced to 0 hit
25. ABANDONED SMITHY points by this damage is disintegrated, along with all
items it is wearing and carrying except for artifacts. Af-
Characters who listen at the doors to these rooms can
easily hear the clanging of hammers striking metal, ter swinging the hammer once, the statue reverts to its
even though the forge was destroyed and abandoned inanimate state until the trap is triggered again.
long ago. The sounds are illusory effects created by the 27. MARK OF DEATH
Mad Mage (see "Halaster's Lair,'' page 311) that end
when any door to the smithy is opened. Halaster captured a dwarf vampire named Zorak Light-
drinker and magically bound him here.
25A. EMPTY STORAGE ROOM Open Pit. A 20-foot-long, 40-foot-deep pit spans the
Raw metal was stored here until it could be cast into width of the corridor. Blood stains the pit's sheer
weapons and armor. Now, the room has been mostly walls, which are too smooth to climb without climbing
cleared out, and the door that leads to area 25b has gear, magic, or a trait such as Spider Climb.
been smashed to rubble. Sarcophagus. At the bottom of the pit rests a 6-foot-
What looks like a large iron book lies facedown on the long, 3-foot-wide alabaster sarcophagus draped in
floor in the northeast corner. Closer inspection reveals cobwebs. Its lid is carved to resemble a giant bat with
that the object is a cast-iron mold for smelting metal in- folded wings. (The sarcophagus contains a vampire.)
gots. The hinged covers form the top and bottom halves
of an ingot mold last used by duergar long ago. One side Floating above the vessel is a magic rune that glows
of the mold bears the image of a dwarf's head in profile, as bright as a candle flame.
the other an image of a mind flayer's skull. A character who understands Dwarvish recognizes
the glowing, magical rune as a dwarven symbol of death
25B. DESTROYED FORGE (identical to the one inscribed on the door to area 14a).
This room contains a rusty iron anvil and the shattered The first time a creature crosses from one side of the pit
remains of a stone forge, cold and dark for centuries. to the other, the rune disappears and imprints itself as
Bare iron hooks line the walls, the floor is strewn with a death mark on a visible portion of the creature's face
rubble, and the door to area 25a has been smashed. or body. The mark disappears when its bearer dies or
If you haven't done so in a while, remind the players when the vampire is destroyed. Only a wish spell or a
that their characters can't shake the feeling that they're deity can remove a death mark otherwise.
being observed (one of Netherskull's regional effects). The sarcophagus at the bottom of the pit is a
2,000-pound chunk of hollowed-out alabaster. Zorak
26. STATUE OF MORADIN Lightdrinker, a vampire in mist form, is trapped inside.
This 20-foot-high, domed chamber is dominated by a When the death mark is imprinted on a creature, the
12-foot-tall stone statue of Moradin, the great dwarven sarcophagus crumbles to dust and Zorak is released.
god of the forge. It stands in the middle of the room The sarcophagus is otherwise indestructible.
facing the only exit. The statue is veined with bright A geas spell cast by Ha laster compels Zorak to hunt
mithral, and with one hand it raises a stone hammer down and destroy the creature bearing the death mark,
carved with faintly glowing runes. A steel plaque at the singling out that target above all others. Zorak knows
base of the statue reads in Dwarvish, "All that is made the exact location of the marked creature while the two
can be unmade." of them are on the same plane of existence. Slaying the
The statue can't be budged or damaged. A detect bearer of the death mark frees Zorak from Halaster's
magic spell reveals powerful auras of abjuration and geas spell, whereupon the vampire seeks to return to his
transmutation magic surrounding both it and the ham- true lair in the Underdark.
mer, which cannot be separated from one another. If a successful dispel magic spell is cast on the rune
(DC 19) before it imprints on a creature, the rune dis-
LEVEL 15 OBSTACLE COURSE

