Page 263 - Waterdeep - Dungeon of the Mad Mage_Neat
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A detect magic spell reveals a powerful aura of abju-  RoLEPLAYING EzzAT
           ration magic around each sapphire. Close examination   Ezzat was a mage who had an opportunity to become
           reveals the image of a tiny black spider etched into each   Halaster's apprentice. A good-aligned human priest
           one. Two drow vampires are trapped in the gemstones   discouraged him from pursuing that evil  path. After his
           and are magically released the first time a creature   priest friend died of old age and Ezzat became a lich to
           other than Ezzat opens the door or pries either gem-  avoid a similar fate, he became obsessed with finding a
           stone out. Each vampire initially appears as a cloud of   way· not only to destroy Halaster but to gain control over
           mist, then spends its first turn in combat reverting to its   Undermountain.
                                                                 Ezzat is a lich who speaks Common, Dwarvish, Dra-
           true form. The vampires' names are Sabatene Xilzzrin   conic, Elvish, Sylvan, and Undercommon. He plans to de-
           and Tebran Madannith. Their houses were destroyed   stroy Halaster when he's good and ready. Until then, he'd
           long ago. They have spent the last fifty years imprisoned   rather not be disturbed. If the characters ask for help in de-
           by Ezzat, thirsting for blood.                      stroying Halaster, the lich shares what he knows about the
             Neither Sabatene nor Tebran can enter the stalagmite   Mad  Mage but declines to aid them in any other way. As-
           without Ezzat's invitation, since the tower is his resi-  sume that Ezzat knows all the information about Halaster
           dence. Far removed from their resting places, they have   given in  appendix A, including the Mad  Mage's lair actions
           nowhere to go if  their physical forms are destroyed. A   and regional effects, but not his statistics.
           drow vampire reduced to 72 hit points or fewer attempts   If the characters appear intent on destroying Ezzat, the
                                                               lich accuses them of being the unwitting tools of the Mad
           to flee rather than risk destruction. Although they have
                                                               Mage. He uses all the magic at his disposal to get rid of
           common enemies and similar needs, the two vampires
                                                               them. See areas 16 and 17 for more information.
           are allies only by circumstance and care nothing for
           each other.
             Treasure. The black sapphires (500 gp each) can be   A creature can grab the staff out of the air with a suc-
                                                              cessful grapple check against the staff, and grappling
           pried out of the door with a dagger or similar tool.
                                                              the staff  does not reduce the creature's speed. Any crea-
           FOYER                                              ture that successfully grapples the staff must succeed on
           A wooden coat rack stands in the north corner of this   a DC 12 Charisma saving throw or be charmed by the
           otherwise empty room.                             staff until the staff is no longer in its grasp. While the
                                                              creature is charmed, the staff can issue commands to it,
           16. ANIMATED STAFF                                which the creature does its best to obey. The creature
                                                              can repeat the saving throw each time it takes damage,
           Light. Wax candles in stone holders light the room.   ending the effect on itself on a success. A creature that
           Furnishings. In the middle of the room, a wooden chair
                                                             successfully resists the staff's control can't be charmed
            faces a small wooden table upon which rests a game
                                                              by it for 24 hours.
             board topped with painted figurines.
                                                               A creature holding the staff that isn't charmed by it
           Staff. Floating next to the table is a 5-foot-long staff
                                                             can use an action to attempt to break the staff over a
             made of chiseled ice.
                                                             knee or against a solid surface, doing so with a success-
             Ezzat animated a staff of frost and imbued it with sen-  ful DC 17 Strength (Athletics) check. Breaking the staff
           tience. Because of the alterations made to it, the staff is   in this manner destroys it.
           a creature and no longer usable as a magic item.
            The animated staff is a Medium construct with AC 17,   TREASURE
           40 hit points, resistance to cold damage, immunity to   The game on the table is called Coroniir, more com-
           poison damage, a flying speed of 30 feet, and the ability   monly known as crowns. A game of strategy like chess,
           to hover. It has blindsight out to a range of 60 feet and is   it enables two players to reenact a battle of the Crown
           blind beyond this radius. The staff's alignment is neutral   Wars between two elven coronals. The set features a
           evil. It can speak and understand Common. It has the   varnished oak game board and painted wooden figu-
           following ability scores: Strength 12, Dexterity 12, Con-  rines, weighs 5 pounds, and is worth 250 gp intact. The
           stitution 10, Intelligence 18, Wisdom 14, Charisma 10.   game board doubles as a carrying case for the figurines.
           Reducing the staff to 0 hit points destroys it.     The position of the figurines on the board suggests
            The staff is friendly toward Ezzat and Ipses (the lich's   that a game is in progress. The staff is waiting for Ezzat
           pseudodragon), and hostile toward all other creatures. It   to return so that they can finish their game, which the
           has no concern for its own well-being and fights without   lich is presently four moves away from winning. The
           mercy. Ezzat calls off the staff if its destruction seems   staff moves its own pieces.
           likely, or if he has cause to parley with intruders.
            The staff  can use its action to make a melee weapon   17.  LICH'S STUDY
           attack against a creature within 5 feet of it: +5 to hit; 7   Ezzat the lich spends much of his time in this dusty,
           (2d6) bludgeoning damage plus 1 cold damage on a hit.   cobweb-filled room, poring over books that claim to
            The staff has 10 charges. As an action, it can expend   shed light on Halaster's mastery of Undermountain.
           1 or more of its charges to cast one of the following   The lich's neutral evil pseudodragon companion, lpses,
           spells (save DC 12): cone of cold (5 charges), fog cloud (1   stays close to its master.
           charge), ice storm ( 4 charges), or wall of ice ( 4 charges).
                                                             Light. Dozens of wax candles light the room, perched
           It regains ld6 + 4 expended charges daily at dawn. If the
           staff expends its last charge, roll a d20. On a 1, the staff   atop candle holders or affixed to skulls, petrified rats,
           turns to water and is destroyed.                    and other miscellaneous objects.


           LEV.EL 20 I RUNESTONE CAVERNS
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