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.

