Page 177 - Waterdeep - Dungeon of the Mad Mage_Neat
P. 177

7A. JUNK ROOM                                       Treasure. The safe contains ninety 1-pound gold in-
           Zox stores curious bits of junk here until he finds cre-  gots (100 gp each), ten red garnets (100 gp each), a set
           ative uses for them. The room's contents are as follows:   of Nolzur's marvelous pigments, and Zox's spellbook,
                                                              which is missing its cover and has lost a few pages due
           Table. A 2-foot-high, roughly hexagonal table made of
                                                              to adventuring mishaps. The spellbook contains all the
             welded scrap metal is covered with scavenged bits of   spells Zox has prepared plus animate objects, fabricate,
             broken machinery and scraps of food.            glyph ofwarding,jump, and rope trick.
           Music. Tinny music emanates from the southern door-
             way (leading to area 7c).                        7c. TINKER SHOP

           7B.  LIVING QUARTERS                               Tinkerer. A wild-haired gnome wearing a grease-
                                                               stained apron over threadbare robes (Zox Clammer-
           Pet. A giant badger playfully chews on a stuffed toy in   sham) sits atop the table, using a set of tinker's tools to
             the middle of the room.
                                                               tune a Tiny music box that is playing a tinny tune.
           Furnishings. The dingy furnishings include an un-  Guardian. Rex, a shield guardian painted with gold
             made bed, a drafting table, and an iron safe (see "Iron   stars and crescent moons, stands next to the table.
            Safe" below).
                                                              Loose Pages. The floor is strewn with sheets of parch-
           Alcoves. Alcoves to the south contain a poorly draining
                                                               ment bearing sketches of metal contraptions (includ-
             privy and a modest kitchenette where food molders in
                                                               ing the Simulacrux in area 2).
             unclean pots and filthy pans.
           Arch. Set into the west wall is a stone arch decorated   Rex the shield guardian accompanies Zox wherever
             with inlaid images of dancing goblins. Carved into the   he goes. Unlike most shield guardians, Rex doesn't have
            arch's keystone is the letter D.                  an amulet and thus can't be commanded by another
                                                              creature. Zox has stored a greater invisibility spell in the
            The giant badger fights only in self-defense. Charac-
                                                              shield guardian.
           ters who use magic to speak with it can learn the follow-
                                                               Zox Clammersham is a rock gnome archmage, with
           ing information if they ask it the right questions:
                                                              these changes:
           •  Zox is afraid of the "scary red metal wearers" (hob-  •  Zox is chaotic good.
             goblins) and has befriended the "burning men" (azers)   •  He has these racial traits: He speaks Aquan, Auran,
            and "smileys" (lava children) that live in the surround-
                                                               Common, Gnomish, Ignan, and Terran. He is Small
            ing caves. Zox has a bodyguard named Rex.          and has a walking speed of 25 feet. He has darkvision
           •  Zox normally gets food from the nearby fungus forest   out to a range of 60 feet. He has advantage on all
            (see area 12), but the "scary red metal wearers" re-
                                                               Intelligence, Wisdom, and Charisma saving throws
            cently set the forest on fire.
                                                               against magic.
           •  The combination to Zox's iron safe is "prairie dog,
                                                              •  He has the confusion spell prepared instead of
             wombat, badger, armadillo, wombat."
                                                               banishment.
            Arch Gate to Level 6. The arch embedded in the west
                                                               Zox retired to Trobriand's Graveyard after the rest of
           wall is one of Halaster's magic gates (see "Gates," page
                                                              his adventuring party fell prey to the perils of Under-
           12). Its rules are as follows:
                                                              mountain. Having lost all track of time, he doesn't know
           •  The gate opens for 1 minute if a creature stands   how long ago his companions perished or how long he's
             within 5 feet of the arch and either sings a D note or   been by himself. Zox has no interest in joining another
             plays a D note on a musical instrument.          adventuring party, preferring to work alone.
           •  Characters must be at least 9th level to pass through   Zox carries a key that unlocks the palace doors, and
             this gate (see ''Jhesiyra Kestellharp," page 10). The   he wears a scaladar control ring on the middle finger
            first creature to pass through the gate triggers an el-  of his left hand. This ring allows him to command the
            der rune (see "Elder Runes," page 12).            scaladar on this level. He never willingly parts with the
           •  A creature that passes through the gate appears in   ring, going so far as to swallow it to prevent its theft. If
            area 47a on level 6, in the closest unoccupied space   attacked or threatened, Zox activates the room's ball tur-
             next to the identical gate located there.        rets, then orders his shield guardian to attack.
                                                               Zox's music box has no magical properties beyond
            Iron Safe. The square iron safe measures 2 feet on
           a side and weighs 1,000 pounds. It has AC 19, 50 hit   its ability to play a tune. The music plays continuously
                                                             but stops if the box is dropped, shaken, or otherwise
           points, a damage threshold of 15, and immunity to poi-
                                                              handled roughly. The box is a Tiny object with AC 10, 1
           son and psychic damage. Instead of numbers, the lock
                                                             hit point, and immunity to poison and psychic damage.
           has tiny pictographs of the following burrowing animals:
                                                              Provided it has 1 hit point, the box can be repaired with
           armadillo, badger, chipmunk, gerbil, meerkat, mole,
           prairie dog, rabbit, tarantula, and wombat.       tinker's tools. Repairing it requires 10 minutes and a
            A character who spends 1 minute with an ear pressed   successful DC 15 Dexterity check, whereupon the music
                                                             resumes playing.
           to the safe door can try to pick the safe's combination
                                                               Zox plans to use the Simulacrux (see area 2a) to
           lock, doing so with a successful DC 25 Dexterity (Per-
           ception) check. The correct combination is prairie dog,   create enough scaladar to build new things and com-
           wombat, badger, armadillo, wombat. A knock spell or   fortably control what he now views as his domain. The
                                                             biggest obstacles to his success are the hobgoblins that
           similar magic also opens the safe.
                                                             keep stealing his scrap metal.
           LEVEL 13 I TROBRTAND'S GRAVEYARD
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