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A detect magic spell reveals an aura of transmutation farmers' fields. Perched atop the northernmost standing
magic around the saucer. A knock spell or similar magic stone is an ordinary crow (use the raven statistics). The
opens the dome, as does a successful DC 15 Dexterity crow caws at anyone who enters the room and bonds
check made by a character using thieves' tools. with a random character.
The dome covers a cockpit that contains a padded If a creature uses a finger or a staff to trace Halaster's
leather seat and a slanted metal console. Embedded in rune on the surface of either of the standing stones,
the console is an ornate metal joystick (see "Treasure" a gate forms between them and lasts for 1 minute. A
below) and three metal buttons labeled "Hover," "Land," legend lore spell or similar magic reveals the way to
and "Teleport." The rest of the saucer's interior is taken activate the gate, its destination, and the fact that it's
up by arcane machinery. one-way only. Any creature that steps through this
Pressing the "Hover" button causes the landing gear gate appears, along with any objects it is wearing or
to retract and the saucer to levitate 10 feet in the air. carrying, in a small cornfield behind a farmhouse on
When the saucer is airborne, the joystick can be used to the outskirts of Tri boar, a town far north of Waterdeep.
fly the saucer in any direction the pilot desires. (More information on Triboar can be found in Storm
Pressing the "Land" button causes the landing gear King's Thunder.)
to extend and the saucer to sink at a rate of 10 feet per
round until it lands on a surface that can bear its 2-ton CONCLUSION
weight. The joystick locks in place and is immovable
while the saucer is landed. If Ha laster is killed, the demi plane around his tower
(areas 22 through 36) collapses 5 minutes later with-
Pressing the "Teleport" button teleports the saucer
and its pilot, along with anything the pilot is wearing or out warning. As the tower is torn asunder, its contents
are blasted into the far corners of the Astral Plane.
carrying, to a lonely hilltop in the Forlorn Hills east of
Characters who are holding onto one another or are
Waterdeep. The ship can't teleport again for 24 hours,
tethered together end up in the same place on the As-
and pressing the button again has no effect until this
tral Plane until they find a means of escape or until a
power recharges.
githyanki-crewed astral warship stumbles upon them.
See chapter 2 of the Dungeon Master's Guide for more
ThEASURE
information on the Astral Plane and its perils.
The joystick that controls the flying saucer is a rod of
lordly might. The rod's normal magical properties are Halaster's death also deactivates all gates in Under-
suppressed while it is attached to the flying saucer's mountain. These gates reactivate when the Mad Mage
console. The rod can be torn from the console by force re-forms ldlO days later in a random dungeon location.
with a successful DC 20 Strength (Athletics) check. A During Halaster's absence,Jhesiyra (see ''.Jhesiyra
character can also use thieves' tools or tinker's tools to Kestellharp," page 10) tries to seize control of Under-
detach the rod from the console or reattach it, which re- mountain. Does she succeed? That's up to you. If she is
quires 1 minute and no ability check. Without the rod in successful, Jhesiyra takes her place as the new master
place, the flying saucer does not function. of the dungeon, and Ha laster does not return. Whether
Jhesiyra remains disembodied or assumes a corporeal
35. EXERCISE ROOM form when she usurps Halaster's control over Under-
mountain is also for you to decide, but one thing she
Golems. Two ftesh golems are working out in this
won't do is reactivate Halaster's gates. She doesn't trust
room. One golem is doing shoulder shrugs with two
them and would prefer to create her own gates in due
100-pound iron kettlebells. The other switches back time. If Arcturia and Trobriand are still around,Jhesiyra
and forth between jumping jacks and shadowboxing. plots to destroy them before they turn against her, and
Exercise Equipment. Padded leather mats are strewn
she might even draft adventurers to help her.
upon the floor amid kettlebells and stacks of iron
Existing in a disembodied state for so long has done
plates of various weights. Against the far wall rests
little to preserve Jhesiyra's sanity, and it remains an
a padded workout bench and an iron barbell bearing
open question whether Undermountain becomes a safer
400 pounds of weight. Behind the bench, hanging on place with her in charge. In all likelihood, the dungeon
the wall, is a set of boxing gloves.
will remain a perilous location, as Jhesiyra's fear that
If a character uses any of the room's equipment, the Halaster might someday return prompts her to ward the
nearest golem stops its workout and stands ready to dungeon against that eventuality.
assist. The golems attack only if damage causes them to If Jhesiyra is unable to seize control of Undermoun-
go berserk. tain, she continues to lurk in the dungeon as a disem-
If a character dons the boxing gloves, one golem bodied entity, waiting for another opportunity to emerge.
moves to the middle of the room, raises its fists, and Unaware ofjhesiyra's attempt to dethrone him, Halaster
trades blows with anyone who tries to box with it. It re-forms in Undermountain as he has done many times
takes no damage from an adversary's gloved fists. before. He doesn't take being killed personally, but it in-
spires him to toughen Undermountain's defenses so that
36. GATE TO lRIBOAR the next group of adventurers can't thwart him so easily.
Much of his time in the coming months is spent creating
This room contains a pair of 15-foot-tall standing
a new demiplane and a new tower to replace the ones
stones. Lashed to each stone with 50 feet of hempen
rope is an inanimate scarecrow, like the ones found in that were destroyed after he died.
l.EVEL 23 I MAD WIZARD'S LATR
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