Page 208 - Waterdeep - Dungeon of the Mad Mage_Neat
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Treasure. The dead dwarf  was an adventuring rogue   37.  HARMLESS HALASTER STATUE
             named Xelba Shunlight. She clutches a shortsword and
             wears torn and bloody studded leather armor, as well as   This cavern has a jagged, 20-foot-high ceiling. The floor
             a dungeoneer's pack (with no rations), a mess kit, a min-  is smooth and level except for a sloping tunnel that de-
             er's pick, and a random trinket (roll on the Trinkets table   scends to level 16.
             in chapter 5 of the Player's Handbook). Tied to her waist   In the middle of the cave stands a life-size statue of
             is a hide pouch that contains a figurine of  wondrous   Halaster with lidless eyes carved into its flowing robe.
             power  (onyx dog).                                 The statue is a Medium object with AC 17, 45 hit points,
                                                                and immunity to poison and psychic damage. A char-
                                                                acter can topple the statue with a successful DC 15
             TELEPORT TRAP
             A creature teleported by this trap arrives at a location   Strength (Athletics) check.
             determined by rolling a d20 and consulting the fol-
             lowing table:                                      38. ZOMBIE HORDE
                d20   Teleport Destination                      Zombies. The stench of  death fills this 20-foot-high cav-
                                                                  ern, which contains forty zombies in various states of
                1-8   The teleport trap in area 6
                                                                  decay. They shamble about aimlessly.
               9-14   The teleport trap in area 10
                                                                Sinkhole. A 70-foot-deep sinkhole has formed near the
               15- 20  The teleport trap in area 24a
                                                                  east wall.
                                                                  The zombies are the remains of humanoids killed by
             36.  LOOTED VAULTS
                                                                Netherskull and animated by its Negative Energy Cone.
             These dwarven vaults were looted long ago. The heavy   They include several humans and dwarves, as well as
             iron vault doors have all been warped and pulled away   a few elves, drow, tiefiings, quaggoths, duergar, hob-
             from their frames, and they can no longer be closed.   goblins, troglodytes, and githyanki. Until Netherskull
                                                                summons them, the zombies remain here and attack
             36A. TELEPORT TRAP                                 intruders on sight. You can expedite combat by dividing
             A creature teleported by this trap arrives at a location   the zombies into mobs of  ten or fewer and using the mob
             determined by rolling a d20 and consulting the fol-  rules in chapter 8 of the Dungeon Master's Guide.
             lowing table:
                                                                39.NETHERSKUL~SSANCTUM
                d20   T eleport Destination
                1-8   The teleport trap in area 1               Adventurers who explore this area are doomed to face
               9-20   The teleport trap in area 8               Netherskull the death tyrant if they haven't done so al-
                                                                ready. Netherskull can't be surprised in its lair.
              36B.  GOLD-VEINED VAULT
             The lead door that once secured this room has been   39A. HANGING BEHOLDER STATUE
              torn open with such force that it's bent and hanging   Hanging from the 30-foot-high, domed ceiling by three
              from a single hinge.                              iron chains is a 6-foot-diameter carved stone beholder.
               This vault was plundered long ago. The 10-foot-high   Netherskull carved the statue using its carefully
              walls are lined with stone bricks veined with gold. A few
              of the bricks have come loose, revealing thin sheets of
              lead behind them. These lead sheets are designed to
              prevent magical senses from piercing the vault.

              36C. OBSIDIAN VAULT
              The lead door that once secured this room is bent
              inward at the bottom, creating a 3-foot-high triangu-
              lar hole through which Medium and smaller crea-
              tures can fit.
               Like area 36b, this vault was plundered long ago. The
              10-foot-high walls are lined with obsidian bricks, behind
              which are thin sheets of lead designed to keep magical
              senses from peering inside.

              36D. DAMAGED STONE VAULT
              Door. The lead door that once secured this room has
               been torn off its hinges and lies on the floor.
              Chasm. The southwest corner of  the chamber has fallen
               away, revealing a lava-filled chasm (see area 40).
               The lava children in area 40b like to climb up to this
              room and leap off the edge into the lava below. If  the
              characters didn't deal with the lava children already,
              they might encounter one or more of them here.
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