Page 108 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 108

MIRROR GATE TO LEVEL 10                             The eastern door is ajar. A gold coin lies on the floor
              Etched into the bottom of the mirror's stone frame are   just inside the room, which contains the following:
              the letters T-U-0-Y-A-W (a reflection of W-A-Y -0-U-T).   Homunculus. Unless it has been encountered and de-
              The mirror is one of Ha  laster's magic gates (see "Gates,"   tained elsewhere, Maddgoth's oversized homunculus
              page 12). Its rules are as follows:                 is flipping tables, knocking over bookshelves, throw-
              •  If  a creature speaks the words "Way out!" while point-  ing chairs, kicking chests, and tearing rugs into strips
               ing at the mirror, the gate opens for I minute.    with its teeth.
              •  Characters must be 11th level or higher to pass   Junk. Stuff  that the faerie dragon has accumulated lit-
               through this gate (see "Jhesiyra Kestellharp," page   ters the floor, as well as many items that are broken
                10). The first creature to pass through the gate trig-  beyond repair.
               gers an elder rune (see "Elder Runes," page 12).   Secret Door. A secret door in the north corner of the
              •  A creature that passes through the gate appears in   east wall opens into area 43b. (The homunculus is
               area 14d on level 10, in the closest unoccupied space   unaware of it.)
               next to the identical gate located there.          Maddgoth's homunculus knows it can't be killed and
                                                                attacks the characters unless they withdraw imme-
              SHAPECHANGED ROPER                                diately. If  it is destroyed, it melts away and re-forms
              Halaster melded a roper and a mimic to create this crea-  in area 25a.
              ture with the statistics of a roper and the ability to shape   Otto's spoils include candles and candle snuffers,
              itself into objects like a mimic. While immobile in object   potted mushrooms, mortars and pestles, lamps, belts,
              form, it is indistinguishable from a normal object. Only   pentacle pendants, recipe books, sticks of colored chalk,
              when the roper reverts to its true form do its monstrous   kettles, cauldrons, spoons, stuffed animals, spools of
              features become apparent.                         wire, glass beads, wigs, walking sticks, bars of  soap,
               The roper has the following additional trait:     balls of  yarn, cracked mirrors and prisms, quills, smok-
              Shapechanger. The roper can use its action to polymorph into   ing pipes, empty scroll tubes, and torn sheaves of parch-
              a stone object or back to its true form. Its statistics are the   ment. Though some of the collection's pieces might be
              same in each form. Any equipment it is wearing or carrying   useful and many are colorful or whimsical in design,
              isn't transformed. It reverts to its true form if  it  dies.   nothing here holds any special value.
                The roper answers to the name Miguel. It has in-  43B. OTTO'S SECRET  STASH
              structions to attack any creature that enters the room   Otto's most prized possessions fill this cluttered space.
              through the mirror gate. It also attacks any creature that   These treasures are spread across tables that have
              threatens to do it harm. Halaster feeds the roper regu-  been stacked atop one another, forming makeshift
              larly so that it doesn't have to attack out of hunger. Nei-  shelves that scrape the 20-foot-high ceiling and threaten
              ther Otto the faerie dragon nor Maddgoth's homunculus   to topple at any moment. Any character who tries to
              is aware that the statue is really a creature in disguise.   get at a hard-to-reach item has a 50 percent chance of
                                                                setting into motion a Rube Goldberg-esque cascade of
              TREASURE
              If  the characters kill and cuts open the roper, they find   tables and baubles. When everything comes tumbling
              five misshapen diamonds (100 gp each) in its gizzard.   down, every creature in the room must make a DC 15
                                                                 Dexterity saving throw, taking 10 (3d6) bludgeoning
              42. SOUTHEAST CHAMBER                              damage on a failed save, or half  as much damage on a
                                                                 successful one.
              The door to this room is missing its stained glass win-  Treasure. The items gathered here include dozens
              dow panes. Tiny shard of glass stuck in the iron frame   of  porcelain and ceramic dragon statuettes, old story-
              suggest that the glass was smashed. (Maddgoth's un-  books, worthless but shiny costume jewelry, a pair of
              seen servants cleaned up the mess.) The room beyond is   jade bookends carved to resemble yuan-ti abominations
              dusty and empty but for a few cobwebs in the corners.   (250 gp for the pair), two random trinkets (roll twice
                                                                 on the Trinkets table in chapter 5 of the Player's Hand-
              43. OTTO'S DEN                                     book), and coffers stuffed with a total of 30 pp, 150 gp,
              Maddgoth crafted and tested magic items here. The area   300 ep, 1,500 sp, and 5,000 cp. Perched atop a high ta-
              contains several lingering magical effects that prompted   ble is a potion of  fire breath in a small crystal flask that
              the faerie dragon to turn these chambers into its private   breaks if the tables fall.
              den. Whenever Otto leaves to torment the stone giants
              or wander the castle, Maddgoth's homunculus sneaks in   44. WIZARD'S ARMORY
              here to trash the place.                           This room is locked, its key lost. Otto punched a hole
                                                                 through one of the door's glass panes to get a look inside
              43A.  "HOMUNCULI UNWELCOME"                        but didn't see anything of interest. Characters who peer
              The characters hear crashing sounds as they approach   inside see the following:
              thjs room. Hanging on the handle of each door to this
              room is a crude wood-and-rope sign bearing the chalk   Bats. Two ordinary bats flap around the room. Each
              words "HOMUNCULI UNWELCOME" in Draconic.            bat transforms into a nycaloth if  it is reduced to 0 hit
              The western door is closed and has a gold coin wedged   points or if the door to the room is opened.
              in its frame (see area 19).

                                                                                      LEVEL 7  J  MADDCOTH'S CASTLE
   103   104   105   106   107   108   109   110   111   112   113