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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
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