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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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