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control module, is a 5-foot-diameter pulsating crystal   The scaladar hunt as a trio and have orders from Zox
               hemisphere with AC 10, 25 hit points, and immunity   to kill any humanoids they see. Ideally, the characters
               to poison and psychic damage. Destroying the crystal   should encounter the scaladar after they have had time
               hemisphere shuts down Shockerstomper.            to inspect the hobgoblin corpses.
             Lightning Turret. A character can try to plug the nozzle   The hobgoblins were sent to find and kill Zox but fell
               of a lightning turret with a 10-pound rock or similar   prey to the scaladar. A character who examines the
               object, doing so with a successful DC 15 Strength   corpses and succeeds on a DC 10 Wisdom (Medicine)
               (Athletics) check. A plugged turret can't shoot light-  check can ascertain that the hobgoblins have been
               ning until a creature uses an action to try to clear the   dead for about a tenday. Half of them were torn apart by
               obstruction, which requires another successful DC 15   sharp claws, and the rest died from deep, charred punc-
               Strength (Athletics) check. Shockerstomper has no   ture wounds.
               ability to clear an obstruction itself.
                                                                7.  CLAMMERSHAM PALACE
                                                                                      ~~~~~~~~~~~
             5. SCRAP METAL WARREN
                                                                Ceiling. This cavern has a 90-foot-high ceiling.
             A 40-foot-high mountain of scrap metal has 10-foot-di-  Palace. Atop a 20-foot-high plateau of twisted scrap
             ameter tunnels winding through it. The scrap metal pile   metal rises a rambling palace made of jagged metal
             spills into area 2, dominates the cavern north of it, and   plates welded together. Circular iron doors are
             completely fills the opening between the two caverns.   recessed in the walls.
               The outer surface of the scrap pile is difficult terrain.   Scrap Pile. The slopes of the scrap pile are strewn with
             In addition, any creature that tries to climb or walk   the mutilated corpses of several rust monsters.
             across the jagged heap of metal must succeed on a DC
             15 Dexterity (Acrobatics) check to avoid triggering a   PALACE FEATURES
             small avalanche that causes it to fall prone and take 7   The structural features of the palace are summa-
             (2d6) piercing damage.                             rized here.
               The entrances to the warren are marked with arrows   Ceilings. The ceilings throughout the palace are 20
             on map 13. The warren contains the following:      feet high.
                                                                 Doors. The palace is sealed off by 7-foot-diameter
             Rust Monsters. A rust monster gorges on scrap metal
                                                                circular doors, each one made of riveted iron plates and
               in each of the squares marked R on the map.
                                                                fitted with iron handles, iron hinges, and a sturdy iron
             Central Chamber. In the heart of the warren is a
                                                                lock. Each lock is molded to look like a smiling gnome's
               30-foot-wide, 40-foot-long, 10-foot-high chamber con-
                                                                face missing its nose. Zox carries a stubby iron key with
               taining four dead hobgoblins. Ten lava children (see   a head shaped like a tiny bulbous nose that unlocks all
               appendix A) hide in the walls and emerge to attack   nine doors. Zox fashioned a spare key but lost it during
               anyone who enters the room.
                                                                a recent Undermountain foray (see level 12, area 14).
               The rust monsters tend to ignore other creatures that   A character can try to pick a door's lock using thieves'
             maintain a respectful distance. If a character wearing   tools, doing so with a successful DC 20 Dexterity check.
             metal armor or carrying a metal shield walks within 5   A  knock spell or similar magic also works. A door can
             feet of a rust monster, there's a 30 percent chance that   be forced open with a successful DC 30 Strength (Ath-
             the creature attacks the character with the intention of   letics) check. It can also be destroyed. Each door has AC
             devouring the armor or shield.                     19, 40 hit points, a damage threshold of 10, and immu-
               The lava children walk through the scrap metal as   nity to poison and psychic damage.
             though it doesn't exist. They regard Zox as a trusted   Zox has cast a glyph of warding spell on every door.
             friend and, at his request, attack creatures that enter the   Each glyph is inscribed on the inside of the door so that
             central chamber. The lava children pursue fleeing crea-  it can't be detected by anyone outside the palace. The
             tures as far as the warren entrances before disappear-  glyph triggers when the door is opened by any means
             ing back into the scrap metal. While they are hidden in   other than using the proper key. When triggered, the
             the metal walls, the lava children have total cover.   glyph erupts with magical energy in a 20-foot-radius
               The hobgoblins were sent to find and kill Zox Clam-  sphere centered on it. Each creature in the area must
             mersham but fell prey to the lava children. A character   make a DC 17 Dexterity saving throw, taking 31 (7d8)
             who examines the corpses and succeeds on a DC 10   thunder damage on a failed save, or half as much dam-
             Wisdom (Medicine) check ascertains that the hobgob-  age on a successful one. The sound of a triggered glyph
             lins were killed two days ago. A search of the hobgoblin   is audible throughout the cavern and the palace. Alerted
             corpses reveals that one has a charcoal sketch of Zox   to the presence of intruders, Zox awaits them in area 7c.
             Clammersham on a crumpled-up sheet of parchment.    Illumination. The palace interior is dark. Zox relies
                                                                on his darkvision to see.
             6. BACK TuNNEL                                       Walls. The walls of the palace are 10 feet thick and
                                                                made out of loose scrap piled between inner and outer
             Corpses. Lying against the walls of this 20-foot-high
               tunnel are the mutilated corpses of ten hobgoblins.   bulwarks of welded metal. The fortress has no win-
                                                                dows, but close examination reveals gaps in the walls
             Scaladar. Three scaladar (see appendix A) patrol
                                                                that a Tiny creature or a creature in gaseous form
               the tunnel.
                                                                can navigate.


                                                                                 LEVEL 13 I TROBRIAND' S  GRAVEYARD
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