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the scaladar. He has put the constructs to work building Zox Clammersham is using the scaladar under his
a device he calls the Simulacrux. This device will, in control to build the Simulacrux and to defend it, should
theory, create a simulacrum of any scaladar that passes it come under attack. The Simulacrux is designed to
through it. Zox's intentions are not malevolent; he sim- replicate scaladar through a variation of the simulacrum
ply needs more scaladar in order to build all the things spell that uses rust as a component instead of snow. The
he has it in his head to build. arch is still months away from completion, and there's a
good chance it won't function as intended. A character
HOBGOBLIN RAIDERS can ascertain the arch's purpose with a successful DC
The bounty of salvage on this level has not gone unno- 30 Intelligence (Arcana) check.
ticed by the fire giants on level 14. They send hobgoblin The Simulacrux is a Gargantuan object with AC 19,
400 hit points, immunity to poison and psychic damage,
minions to steal scrap metal, which the giants are using
and immunity to bludgeoning, piercing, and slashing
to build a great construct of their own. The hobgoblins
damage from nonmagical weapons that aren't made of
raid in small bands, using trained rust monsters to dis-
tract Zox's constructs. These raiders are naturally vio- adamantine. Destroying the arch all but dooms the proj-
lent but can be parlayed with by clever adventurers. ect, since Zox lacks the resolve to start over.
The hobgoblins recently figured out how Zox controls The Simulacrux warps magic in its proximity. Any
spell cast within 30 feet of the arch automatically trig-
the scaladar, and now they aim to kill the gnome and
gers a wild magic surge, the effect of which is deter-
take his control ring. So far, Zox has managed to elude
mined by rolling percentile dice and consulting the Wild
all the hobgoblins sent to murder him.
Magic Surge table in the "Sorcerer" section in chapter 3
of the Player's Handbook.
EXPLORING THIS LEVEL
The scrap metal around the arch is difficult terrain for
All location descriptions for this level are keyed to map creatures other than scaladar.
13. Unless otherwise noted, tunnels connecting the vari-
ous caverns have 30-foot ceilings. 2B. HOBGOBLIN VANGUARD
A hobgoblin captain named Kurlog has led a force of
1. TUNNELS AND TRENCHES seven hobgoblins to this location. They are hunkered
down behind scrap metal barricades sloppily arranged
Trobriand's bore worm created the tunnels that con-
along the northwest ledge overlooking the trench.
nect this level to levels 12 and 14. The worm also dug
The hobgoblins aim to draw out Zox Clammersham,
20-foot-deep trenches through areas 2 and 11 on this
defeat him, seize the ring he uses to control the scala-
level. These tunnels and trenches have been worn
dar, and return the ring to Doomcrown, the hobgoblin
smooth by the worm's repeated passage. Scaling a
tunnel or a trench wall without magic or climbing gear warlord on level 14. Kurlog will accept reasonable aid to
requires a successful DC 20 Strength (Athletics) check. complete this mission. In particular, he could use help
taking down the arbalests that guard the Simulacrux.
Arching bridges of stone span the trenches at three
points. A character can try to leap off a bridge onto
2C. DETRITUS
the bore worm's back as it passes underneath. Any
character trying to do so must make a DC 15 Dexterity Wreckage. This section of cavern is dotted with the re-
(Acrobatics) check. On a successful check, the character mains of broken machines.
lands on the worm's back without taking damage or Corpses. Two ogres clad in iron armor lie dead among
falling prone. On a failed check, the character slips and the metal detritus, their flesh pierced by dozens of
falls off the worm, landing prone in the trench and tak- metal crossbow bolts.
ing 10 (3d6) bludgeoning damage from the fall. The ogres served the hobgoblins until they were shot
dead by Zox's arbalests a few days ago.
2. VAST CAVERN
This 120-foot-high cavern is abuzz with activity. 3.JUNKYARD
Metal Wasps. Buzzing about the 50-foot-high cavern are
2A. SIMULACRUX
five giant wasps made of metal (see "Metal Wasps").
Simulacrux. A 20-foot-deep trench surrounds a Discardedjunk. Half-completed and destroyed metal
100-foot-tall, half-completed metal archway that rises contraptions, most rusted beyond repair, lay strewn
from a bed of scrap metal. across the floor. Hidden amidthe wreckage are a cou-
Builders. Four scaladar (see appendix A) are hauling ple discarded magic items (see "Treasure" below).
new pieces of metal to the arch and attaching them Rust Monsters. Three rust monsters gorge on the
to it. The cavern is dark aside from the intermittent piles of scrap and are too distracted by the abundance
light of welding sparks coming from the constructs' of food to pose much of a threat. They fight only in
tail stingers. self-defense.
Arbalests. A dozen arbalests (use quadrone statistics)
flit around the arch. Each arbalest resembles an over- METAL WASPS
sized repeating crossbow with mechanical wings and The metal wasps are programmed to attack Medium hu-
four articulated metal legs. manoids; they ignore other creatures unless attacked by
them. They are giant wasps, with these changes:
LEVEL 13 I TROBRIAND'S GRAVEYARD

